View Poll Results: slave trading or the free slave command
yes i want to move slaves about 9 64.29%
no i like the free slave command 5 35.71%
i am not voting 0 0%
Multiple Choice Poll. Voters: 14. You may not vote on this poll

 
 
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Old January 6, 2003, 13:07   #1
The Big Mc
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slave trading vs abolitionist movement
Well as the name says I have found a way in theory to allow for the trading of slaves inside you empire.

The bad news is that to achieve this I have to remove the free slaves command which is the abolitionist main weapon.

I already found a way to move pop about but I am just wondering if this is a good idea so everybody vote.
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Old January 6, 2003, 14:11   #2
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i want to move pop
YES

does the abolitionist free ur own slaves w/o consequenses? i never knew that
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Old January 6, 2003, 15:35   #3
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pops is easy it is a few lines of code.

but slave trading is what I need the free slave code for.

and to get the free slave to target your own city is a line of code in the orders.txt
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Old January 6, 2003, 17:04   #4
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Yes who cares about the abolitionist anyway
not me
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Old January 6, 2003, 18:39   #5
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I dont like special units that much. I used to but i really dont anymore. To tell you the truth it is just stupid. So get rid of wht you need
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Old January 6, 2003, 18:40   #6
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Quote:
Originally posted by The Big Mc
pops is easy it is a few lines of code.

but slave trading is what I need the free slave code for.

and to get the free slave to target your own city is a line of code in the orders.txt
It would be great if you could change:

TargetPretest:EnemyCity

To something like:

TargetPretest:EnemyCity & OwnCity

That way you could move them anywhere.


Digression about Orders
Has anyone successfully added a new order into the game? I tried it without success. You could get it to appear in the orders "tray", but when it came to implementing the order, CTP2 would let you.

Adding new orders impossible, or not?
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Old January 6, 2003, 18:42   #7
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Quote:
Originally posted by Pedrunn
I dont like special units that much. I used to but i really dont anymore. To tell you the truth it is just stupid. So get rid of wht you need
I agree with that sentiment. They do not do enough for you to merit using them very much. Corporate franchises would be great if you received a lot more money for them, ditto Clerics and conversion.
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Old January 6, 2003, 19:05   #8
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Adding new orders probably require a new SLIC/in-game "event". It may be possible to use an existing event, but make it into a new order by altering the target. Such as the one above. *shrug* dunno.
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Old January 6, 2003, 19:20   #9
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The Big Mc,
You can always implement it. If people don't like it, they simply won't use it

I think it was either Big Mc or SMIFFGIG who managed to get orders working a while ago. There were some caveats though. If you search this forum, the thread should be there somewhere, can't have been much more than 6 months ago...
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Old January 7, 2003, 01:32   #10
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Thanks for the tips. Adding order is a must for some of the seige warfare aspects of the mod I want to do. I look around though the old posts and see what I can learn.
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Old January 7, 2003, 03:07   #11
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I think I found the thread. I hope it helps in any way...
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Old January 7, 2003, 14:21   #12
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good he already have got go-ahead
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Old January 8, 2003, 05:17   #13
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I think I found a work around for this problem instead of removing the slave form one of my cities i could switch the city to the barbarians then free the slave and then swap back again.

Also I have included at the bottom of this post the latest version of my new orders

This one will let you settle slaves and pop into already existing towns.

To install just put this in you gamedata folder then link to it. You will also have to make three new units called

UNIT_imagrantv -- copy of settler

UNIT_SLAVERtrader – copy of settler you can change the spr to the slaver if you want.
UNIT_slavebait – copy of settler you can replace this with a blank spr which is easy to make.

This aspect of the mod only allows for the slaves and pop to be placed in a city it does not support yet the creation of a slave trader.

Pc the terror hack command does not work correctly yet.

Attached Files:
File Type: slc mc_neworders.slc (3.5 KB, 4 views)
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Old January 8, 2003, 14:29   #14
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Old January 14, 2003, 23:21   #15
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Big Mc, how do you know if a city has slavers?
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Old January 15, 2003, 05:12   #16
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you cant.
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Old January 15, 2003, 05:16   #17
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So how do you plan to introduce this slave trading feature?
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Old January 15, 2003, 06:18   #18
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i dont know.
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Old January 15, 2003, 08:47   #19
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Last edited by Pedrunn; January 15, 2003 at 09:15.
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Old January 15, 2003, 08:54   #20
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the upseting thing is that if i could get this to work i could activate my coloney strings too.
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Old January 15, 2003, 10:30   #21
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I think we can

Check this out

Code:

int_t SlaveryHapenning;

city_t SlaveCity[];
int_t SlaveCount[];

void_f StoreSlaveCity(city_t theCity, int_t theAmount) {
int_t i;
int_t sucess;
int_t tmpAmount;
city_t tmpCity;
	tmpAmount = theAmount;
	tmpCity = theCity;
	for (i = 0; i < SlaveCity.#; i = i + 1){
		if(tmpCity == SlaveCity[i]) {
			SlaveCount[i] = SlaveCount[i] + theAmount;
			sucess = 1; // This is probably not needed
			return STOP;
		}
	}
	if(sucess == 0) {
		SlaveCity[SlaveCity.#] = tmpCity;
		SlaveCount[SlaveCity.#] = SlaveCount[SlaveCity.#] + theAmount;
	}
}

HandleEvent(SlaveRaidOrder) 'MarkTheSlaveAttempt' pre {
	SlaveryHapenning = 1;
}

HandleEvent(MakePop) 'FindCityTheSlaverWent' post {
	if(SlaveryHapenning == 1)
		StoreSlaveCity(city[0], 1);
		SlaveryHapenning = 0;
	}
}
UNTESTED AND UNTRIED. And some sytax errors may need to be fixed.

I will test it tomorrow if you doesnt first
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Old January 15, 2003, 20:05   #22
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Re: slave trading vs abolitionist movement
Quote:
Originally posted by The Big Mc
Well as the name says I have found a way in theory to allow for the trading of slaves inside you empire.
What do you mean by "trading"? Is it being able to give an order and move a slave "pop point" to another city?

Quote:
The bad news is that to achieve this I have to remove the free slaves command which is the abolitionist main weapon.
I have never built an abolitionist unit.
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Old January 16, 2003, 10:07   #23
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Well I am off till Monday but I will try it. Now if I remember right from my research if a city has 5 slave and you want to add one more the program adds one pop on and then changes the characteristics of the bottom not slave pop point to be turned into a slave.

Meaning if you kill 4 people off a city with 3 people and 2 slaves then add 3 pop points the city will be reduced to one slave and 3 people.
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Old January 16, 2003, 10:12   #24
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Notes on slave trading

Right lets start it is in possible to use the trade mangier to trade slave however it is possible to move slaves directly to a pre selected city. This is achieved in two ways one few slic and two with the introduction of the slave trader unit.

Slic

It is possible to put a pop up box to say that you want the slaves to top up all your cities.

The slave trader unit

Simply move the unit to the city of your chose and press the settle button.
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Old January 16, 2003, 11:46   #25
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Quote:
Originally posted by The Big Mc
Notes on slave trading

Right lets start it is in possible to use the trade mangier to trade slave however it is possible to move slaves directly to a pre selected city. This is achieved in two ways one few slic and two with the introduction of the slave trader unit.

Slic

It is possible to put a pop up box to say that you want the slaves to top up all your cities.

The slave trader unit

Simply move the unit to the city of your chose and press the settle button.
Thanks for your answer, the slaver becomes much more interesting this way and I would consider building some.
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Old January 16, 2003, 11:57   #26
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it is posible to add a slic to top up all your citys to = slaves.
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Old January 16, 2003, 13:56   #27
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Quote:
Originally posted by The Big Mc
Notes on slave trading

Right lets start it is in possible to use the trade mangier to trade slave however it is possible to move slaves directly to a pre selected city. This is achieved in two ways one few slic and two with the introduction of the slave trader unit.

Slic

It is possible to put a pop up box to say that you want the slaves to top up all your cities.

The slave trader unit

Simply move the unit to the city of your chose and press the settle button.
Good idea on the slaver unit. This kind of makes the game more realistic. After all 10,000 people moving from one side of the world to another in one turn dont look real at all. But i still believe once the slver trading unit setle instead of remove and add pop( I dont know how but i dont think this is a good thing to the city), we shoul create a slaver unit and a settler (a slave trading unit) of another civ next to the city. This would add the slave in the city. Once finish we would disband all three units
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Old January 16, 2003, 15:34   #28
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pedrun

i thinck you got the wrong end of the stick i got an add slave command.

i just need a command to get rid of one.
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Old January 16, 2003, 21:19   #29
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Quote:
Originally posted by The Big Mc
i just need a command to get rid of one.
Believe me. Thats the easiest. Use the abolitionist free slaves order. No more to say I will just write it down:

Code:
UndergroundRailwayOrder(army_t, location_t)
UndergroundRailwayUnit(unit_t, city_t)
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Old January 20, 2003, 12:50   #30
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you tried it yet.

if you had you would have found out it don't work
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