This file is not correct for "OnModActivated > UpdateDatabase."
Code:
<UpdateDatabase>XML/NewText/Civ5_Dialog_mmmrrrggglll.xml</UpdateDatabase>
If you re-read very carefully whoward's tutorial you will see that he says that an xml file that has
at the beginning is done as Import Into VFS = true and
without an "OnModActivated".
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No such unit class as UNITCLASS_ATLATLIST. The Mayan atlatlist is UNIT_MAYAN_ATLATLIST and is part of UNITCLASS_ARCHER.
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No such column as shown in red within the <Buildings> table:
Code:
<Buildings>
<Row>
<Type>[COLOR="blue"]BUILDING_CLAM_TRADEPOST[/COLOR]</Type>
<BuildingClass>BUILDINGCLASS_MARKET</BuildingClass>
<Cost>85</Cost>
<GoldMaintenance>1</GoldMaintenance>
<PrereqTech>TECH_CURRENCY</PrereqTech>
<Description>TXT_KEY_BUILDING_CLAM_TRADEPOST</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_CLAM_TRADEPOST_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_CLAM_TRADEPOST_STRATEGY</Strategy>
<Help>TXT_KEY_BUILDING_CLAM_TRADEPOST_HELP</Help>
<ArtDefineTag>ART_DEF_BUILDING_MARKET</ArtDefineTag>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
[COLOR="Red"]<Food>2</Food>[/COLOR]
<Gold>3</Gold>
<Happiness>1</Happiness>
<HurryCostModifier>25</HurryCostModifier>
<IconAtlas>CIV_COLOR_MURLOC_ATLAS</IconAtlas>
<PortraitIndex>1</PortraitIndex>
</Row>
</Buildings>
There is a column called <Gold>, but it is a one-shot amount given when the building is constructed. What you have here is correct for adding food-per-turn and gold-per-turn as part of the building's effects, except for where I have highlighted blue in these two examples. The blue bits don't match so the game has no idea what to do with the code shown below:
Code:
<Building_YieldChanges>
<Row>
<BuildingType>[COLOR="Blue"]BUILDING_MURLOC_CLAM_TRADEPOST[/COLOR]</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>3</Yield>
</Row>
<Row>
<BuildingType>[COLOR="blue"]BUILDING_MURLOC_CLAM_TRADEPOST[/COLOR]</BuildingType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>2</Yield>
</Row>
</Building_YieldChanges>
and also mismatch between what you have in the <Buildings> table and what you have here, also highlighted in blue:
Code:
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_MURLOC</CivilizationType>
<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
<BuildingType>[COLOR="blue"]BUILDING_MURLOC_CLAM_TRADEPOST[/COLOR]</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
Long story short you forgot the "_MURLOC_" within the <Buildings> table for the <Type> line. Fix that and the <Food> error and everything should work fine.
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There may be other errors still waiting to be fixed that I did not see elsewhere in the mod. But, my advice is to fix these 1st and only these, and then see what you get via looking at the logs when you try to run the mod.
Do not make sweeping changes to your mod at this point. You can actually end up going backward when you do that sort of thing. I think you are actually closer than you think to having everything working properly, so work on getting what you have to work before "re-drafting" to make things different. By this I mean such things as changing to a different sort of unique unit. Get what you have to work first, and then decide if you want to try to make larger changes.
[edit]Look at the signature at the bottom of whoward69's posts. He has several links in his signature. The one called "Logging" is to a tutorial on how to enable logging so you can look at what kind of errors are being generated by the game when you try to run your mod, but the mod doesn't work. It may take you a little to get onto how to read these error logs but it's better than taking wild guesses. Plus you can always attach your logs to a post so we can look at what is being given. In most cases you want to start with the log file called DataBase.log