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 22, 2003, 15:02   #31
Pedrunn
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Quote:
Originally posted by The Big Mc
you tried it yet.

if you had you would have found out it don't work
The code or the events?
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Old January 23, 2003, 09:08   #32
The Big Mc
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Both army and unit.

I can place them with slic but when I come to target my city it does not want to do it.
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Old January 23, 2003, 22:42   #33
porlcass
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Keeping track of Slaves
To solve the problem of determining whether a city has slaves, and to ensure that this information is persisted between save games, would it be possible to create invisible 'slave placeholder' tile improvements under a city to keep track of how many slaves are in it?

From what I have read, there is no limit to the number of tile improvements you can have, nor a limit to the number of improvments that can exist on a given tile.

You would only need 7 tile improvement, representing 1, 2, 4, 8, 16, 32 and 64 slaves respectively, allowing you to represent up from 1 to 127 slaves (eg. 7 slaves is represented by a 1, a 2, and a 4 slave tile improvement stacked up on the city tile. It may seem a little silly to cater for situations with that many slaves but if you don't, some clever clogs would come along and break it. Obviously if your Mod/Scenario allowed more cities of more than 127, you would need to add a 128 slave tile improvement.

You would need to catch any event where a slave is added to the city, or any event that removed population from the city, and event that converts slaves to citizens, and adjust the tile improvements accordingly.
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Old January 27, 2003, 13:13   #34
The Big Mc
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It is easier then that all we need to use is an array in slic the real problem at the moment with the implementation of slave trading is getting a salve out of a city.
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