Mod is not working

I had alook at your modinfo file and shouldn't you have a <OnModActivated> section

Code:
 <Actions>
    <OnModActivated>
      <UpdateDatabase>Anti-Woods Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Better Longhouse.xml</UpdateDatabase>
      <UpdateDatabase>Better UA.xml</UpdateDatabase>
      <UpdateDatabase>Giving the Anti-Woods Warrior promotion to the Mohawk Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Promotion for the UA.xml</UpdateDatabase>
    </OnModActivated>
  </Actions>
after your </Files> section

Just copy and paste this code into your modinfo file just below </Files>
your doing really well learning but sometimes I reckon people need to see some fruits for their labour
see if that makes a difference and then study up on the links LeeS has suggested :thumbsup:
 
I had alook at your modinfo file and shouldn't you have a <OnModActivated> section

Code:
 <Actions>
    <OnModActivated>
      <UpdateDatabase>Anti-Woods Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Better Longhouse.xml</UpdateDatabase>
      <UpdateDatabase>Better UA.xml</UpdateDatabase>
      <UpdateDatabase>Giving the Anti-Woods Warrior promotion to the Mohawk Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Promotion for the UA.xml</UpdateDatabase>
    </OnModActivated>
  </Actions>
after your </Files> section

Just copy and paste this code into your modinfo file just below </Files>
your doing really well learning but sometimes I reckon people need to see some fruits for their labour
see if that makes a difference and then study up on the links LeeS has suggested :thumbsup:

I did it, it should look like that:
Code:
<?xml version="1.0" encoding="utf-8"?>
<Mod id="ebe3da8d-23a6-4065-a4d2-5cfab327d648" version="1">
  <Properties>
    <Name>A Better Iroquois Civilization</Name>
    <Stability>Alpha</Stability>
    <Teaser>iroquois</Teaser>
    <Description>iroquois</Description>
    <Authors>Asaf</Authors>
    <HideSetupGame>0</HideSetupGame>
    <AffectsSavedGames>1</AffectsSavedGames>
    <MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
    <SupportsSinglePlayer>1</SupportsSinglePlayer>
    <SupportsMultiplayer>1</SupportsMultiplayer>
    <SupportsHotSeat>1</SupportsHotSeat>
    <SupportsMac>1</SupportsMac>
    <ReloadAudioSystem>0</ReloadAudioSystem>
    <ReloadLandmarkSystem>0</ReloadLandmarkSystem>
    <ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
    <ReloadUnitSystem>0</ReloadUnitSystem>
  </Properties>
  <Dependencies />
  <References />
  <Blocks />
  <Files>
    <File md5="F8294C3CEE05AC56D31C33F45A344B4F" import="0">Anti-Woods Warrior.xml</File>
    <File md5="18C1E9C40433369D2DDA5F275F5BBDF6" import="0">Better Longhouse.xml</File>
    <File md5="2DA587EED98973C8E82523D9056CFEE0" import="0">Better UA.xml</File>
    <File md5="701EC7BBF3439CB82D5FD749D37ADC27" import="0">Giving the Anti-Woods Warrior promotion to the Mohawk Warrior.xml</File>
    <File md5="0A59829F6B77D45EC173DA2219AF7CF8" import="0">Promotion for the UA.xml</File>
  </Files>
<Actions>
    <OnModActivated>
      <UpdateDatabase>Anti-Woods Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Better Longhouse.xml</UpdateDatabase>
      <UpdateDatabase>Better UA.xml</UpdateDatabase>
      <UpdateDatabase>Giving the Anti-Woods Warrior promotion to the Mohawk Warrior.xml</UpdateDatabase>
      <UpdateDatabase>Promotion for the UA.xml</UpdateDatabase>
    </OnModActivated>
  </Actions>
</Mod>

But it still doesn't work.
 
I just don't understand how he got to that screen in post 2. Sorry if this is a dumb question.
1. Click "Project" on the top toolbar (it ought to be between "View" and "Build")
2. A Pop-Up should appear and at the bottom of it it should say "YourModsName Properties": click on it
3. This will bring up the mod's properties window, and from there you select the "Actions" tab.


--------------------------------------------------------------------------------------------------------

This is incorrect: <UnitType>IROQUOIAN_MOHAWKWARRIOR</UnitType>
You need: <UnitType>UNIT_IROQUOIAN_MOHAWKWARRIOR</UnitType>

I did not notice the mistake on the other thread or I would have previously mentioned it to you

---------------------------------------------------------------------------------------------------------

Using Onmy6's method of directly editing the text within the modinfo file, and fixing the unit designation error mentioned above, the only error I can see in the mod is this one reported in the Database.log when you have error logging enabled:
Code:
[2958.968] Invalid Reference on UnitPromotions.Help - "TXT_KEY_PROMOTION_ANTI_WOODS__WARRIOR_HELP" does not exist in Language_en_US
This comes from the extra "_" in the <Help> field of the <UnitPromotions> table where you are defining PROMOTION_ANTI_WOODS_WARRIOR.:
Spoiler :
Code:
<GameData>
	<UnitPromotions>
		<Row>
			<Type>PROMOTION_ANTI_WOODS_WARRIOR</Type>
			<Description>TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR</Description>
			<Help>TXT_KEY_PROMOTION_ANTI_WOODS_[COLOR="Red"][B]_[/B][/COLOR]WARRIOR_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<PortraitIndex>56</PortraitIndex>
			<IconAtlas>PROMOTION_ATLAS</IconAtlas>
			<PediaType>PEDIA_ATTRIBUTES</PediaType>
			<PediaEntry>TXT_KEY_PEDIA_PROMOTION_ANTI_WOODS_WARRIOR</PediaEntry>
		</Row>
	</UnitPromotions>

	<UnitPromotions_Features>
		<Row>
			<PromotionType>PROMOTION_ANTI_WOODS_WARRIOR</PromotionType>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<Attack>-15</Attack>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ANTI_WOODS_WARRIOR</PromotionType>
			<FeatureType>FEATURE_JUNGLE</FeatureType>
			<Attack>-15</Attack>
		</Row>
	</UnitPromotions_Features>

	<Language_en_US>
		<Row Tag="TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR">
			<Text>Anti-Woods Warrior</Text>
		</Row>

		<Row Tag="TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR_HELP">
			<Text>-15% Combat [ICON_STRENGTH] strength when attacking into Forest and Jungle. This is essentially a special promotion for the Mohawk Warriors to not make them too OP with their Mohawk promotion</Text>
		</Row>

		<Row Tag="TXT_KEY_PEDIA_PROMOTION_ANTI_WOODS_WARRIOR">
			<Text>-15% Combat [ICON_STRENGTH] strength when attacking into Forest and Jungle. This is essentially a special promotion for the Mohawk Warriors to not make them too OP with their Mohawk promotion</Text>
		</Row>
	</Language_en_US>
</GameData>
The error in the Database.log is saying the game cannot find anything within the <Language_en_US> table that matches with the designation given in the <Help> column. Close is not good enough: the two have to match exactly in both places.
 
1. Click "Project" on the top toolbar (it ought to be between "View" and "Build")
2. A Pop-Up should appear and at the bottom of it it should say "YourModsName Properties": click on it
3. This will bring up the mod's properties window, and from there you select the "Actions" tab.


--------------------------------------------------------------------------------------------------------

This is incorrect: <UnitType>IROQUOIAN_MOHAWKWARRIOR</UnitType>
You need: <UnitType>UNIT_IROQUOIAN_MOHAWKWARRIOR</UnitType>

I did not notice the mistake on the other thread or I would have previously mentioned it to you

---------------------------------------------------------------------------------------------------------

Using Onmy6's method of directly editing the text within the modinfo file, and fixing the unit designation error mentioned above, the only error I can see in the mod is this one reported in the Database.log when you have error logging enabled:
Code:
[2958.968] Invalid Reference on UnitPromotions.Help - "TXT_KEY_PROMOTION_ANTI_WOODS__WARRIOR_HELP" does not exist in Language_en_US
This comes from the extra "_" in the <Help> field of the <UnitPromotions> table where you are defining PROMOTION_ANTI_WOODS_WARRIOR.:
Spoiler :
Code:
<GameData>
	<UnitPromotions>
		<Row>
			<Type>PROMOTION_ANTI_WOODS_WARRIOR</Type>
			<Description>TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR</Description>
			<Help>TXT_KEY_PROMOTION_ANTI_WOODS_[COLOR="Red"][B]_[/B][/COLOR]WARRIOR_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<PortraitIndex>56</PortraitIndex>
			<IconAtlas>PROMOTION_ATLAS</IconAtlas>
			<PediaType>PEDIA_ATTRIBUTES</PediaType>
			<PediaEntry>TXT_KEY_PEDIA_PROMOTION_ANTI_WOODS_WARRIOR</PediaEntry>
		</Row>
	</UnitPromotions>

	<UnitPromotions_Features>
		<Row>
			<PromotionType>PROMOTION_ANTI_WOODS_WARRIOR</PromotionType>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<Attack>-15</Attack>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ANTI_WOODS_WARRIOR</PromotionType>
			<FeatureType>FEATURE_JUNGLE</FeatureType>
			<Attack>-15</Attack>
		</Row>
	</UnitPromotions_Features>

	<Language_en_US>
		<Row Tag="TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR">
			<Text>Anti-Woods Warrior</Text>
		</Row>

		<Row Tag="TXT_KEY_PROMOTION_ANTI_WOODS_WARRIOR_HELP">
			<Text>-15% Combat [ICON_STRENGTH] strength when attacking into Forest and Jungle. This is essentially a special promotion for the Mohawk Warriors to not make them too OP with their Mohawk promotion</Text>
		</Row>

		<Row Tag="TXT_KEY_PEDIA_PROMOTION_ANTI_WOODS_WARRIOR">
			<Text>-15% Combat [ICON_STRENGTH] strength when attacking into Forest and Jungle. This is essentially a special promotion for the Mohawk Warriors to not make them too OP with their Mohawk promotion</Text>
		</Row>
	</Language_en_US>
</GameData>
The error in the Database.log is saying the game cannot find anything within the <Language_en_US> table that matches with the designation given in the <Help> column. Close is not good enough: the two have to match exactly in both places.

I fixed the mistakes and now it works. It works!

But... I just understood that I have to change the description for the UA and the Longhouse. Have a look at what I'm trying to do:
Code:
<GameData>
	<Update>
		<Row>
			<Type>CIVILIZATION_IROQUOIS</Type>
			<Description>TXT_KEY_CIV_IROQUOIS_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_IROQUOIS_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_IROQUOIS_ADJECTIVE</Adjective>
			<CivilopediaTag>TXT_KEY_CIV5_IROQUOIS</CivilopediaTag>
			<DefaultPlayerColor>PLAYERCOLOR_IROQUOIS</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_IROQUOIS</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType>
			<ArtStyleSuffix>_AMER</ArtStyleSuffix>
			<ArtStylePrefix>AMERICAN </ArtStylePrefix>
			<PortraitIndex>12</PortraitIndex>
			<IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
			<AlphaIconAtlas>CIV_ALPHA_ATLAS</AlphaIconAtlas>
			<MapImage>MapIroquoi512.dds</MapImage>
			<DawnOfManQuote>TXT_KEY_CIV5_DAWN_IROQUOIS_TEXT</DawnOfManQuote>
			<DawnOfManImage>DOM_Hiawatha.dds</DawnOfManImage>
			<DawnOfManAudio>AS2D_DOM_SPEECH_IROQUOIS</DawnOfManAudio>
		</Row>
		<Language_en_US>
			<Row Tag="TXT_KEY_CIV_IROQUOIS_DESC_SHORT">
				<Text></Text>
			</Row>
		</Language_en_US>
	</Update>
</GameData>

But I don't know in what file is the descriptions for the traits and the buildings. So I don't know what to write in <Text>.
 
You've already made this <Update> to the Longhouse itself
Code:
<GameData>
	<Buildings>
	   <Update>
		   <Where Type="BUILDING_LONGHOUSE"/>
		   <Set BuildingProductionModifier="10"/>
	   </Update>
	</Buildings>
</GameData>
So to discover which TXT_KEY_SOMETHING_SOMETHING you need to change for the Longhouse, doesn't it seem like you ought to 1st look in the "Buildings" folder and the files therein to find which Tag="TXT_KEY_SOMETHING_SOMETHING" you would need to update the <Text> part for?

However, for the UA text that is displayed on the DOM opening screen, those are actually tied to the leader-trait and not the civilization. So you would need to start looking in the definitions of Leader Traits (inside "Trait" files that are inside "Civilizations" folders) to find which Tag="TXT_KEY_SOMETHING_SOMETHING" you would need to update.

Hints:
  1. your actual update will be presented in the <Language_en_US> table, but you need to know which tag to update before you can proceed.
  2. Your actual update of the TXT_KEY tags would look like this, in template form:
    Code:
    <GameData>
    	<Language_en_US>
    		<Update>
    			<Where Tag="TXT_KEY_SOMETHING_OR_OTHER"/>
    			<Set Text="Some Awesomely Awesome Text Would Go Here"/>
    		</Update>
    		<Update>
    			<Where Tag="TXT_KEY_SOMETHING_OR_OTHER_ELSE"/>
    			<Set Text="Even More Awesomely Awesome Text Would Go Here"/>
    		</Update>
    	</Language_en_US>
    </GameData>
 
You've already made this <Update> to the Longhouse itself
Code:
<GameData>
	<Buildings>
	   <Update>
		   <Where Type="BUILDING_LONGHOUSE"/>
		   <Set BuildingProductionModifier="10"/>
	   </Update>
	</Buildings>
</GameData>
So to discover which TXT_KEY_SOMETHING_SOMETHING you need to change for the Longhouse, doesn't it seem like you ought to 1st look in the "Buildings" folder and the files therein to find which Tag="TXT_KEY_SOMETHING_SOMETHING" you would need to update the <Text> part for?

However, for the UA text that is displayed on the DOM opening screen, those are actually tied to the leader-trait and not the civilization. So you would need to start looking in the definitions of Leader Traits (inside "Trait" files that are inside "Civilizations" folders) to find which Tag="TXT_KEY_SOMETHING_SOMETHING" you would need to update.

Hints:
  1. your actual update will be presented in the <Language_en_US> table, but you need to know which tag to update before you can proceed.
  2. Your actual update of the TXT_KEY tags would look like this, in template form:
    Code:
    <GameData>
    	<Language_en_US>
    		<Update>
    			<Where Tag="TXT_KEY_SOMETHING_OR_OTHER"/>
    			<Set Text="Some Awesomely Awesome Text Would Go Here"/>
    		</Update>
    		<Update>
    			<Where Tag="TXT_KEY_SOMETHING_OR_OTHER_ELSE"/>
    			<Set Text="Even More Awesomely Awesome Text Would Go Here"/>
    		</Update>
    	</Language_en_US>
    </GameData>

Ohh, I see. I changed the text keys, but my question is, where is the real description for these things are, not their text keys. I gotta know how the text looks like to actually update it.
Here's the code:
Code:
<GameData>
		<!--TXT KEYS FOR IROQUOIAN UA
		<Type>TRAIT_IGNORE_TERRAIN_IN_FOREST</Type>
        <Description>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST</Description>
        <ShortDescription>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT</ShortDescription>-->
		<Language_en_US>
			<Update>
				<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT">
					<Set Text="bla bla bla"/>
				</Where>
			</Update>
		</Language_en_US>


            <!--LONGHOUSE INFORMATON
			<Type>BUILDING_LONGHOUSE</Type>
			<BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<Cost>100</Cost>
			<GoldMaintenance>2</GoldMaintenance>
			<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			<Help>TXT_KEY_BUILDING_LONGHOUSE_HELP</Help>
			<Description>TXT_KEY_BUILDING_LONGHOUSE_DESC</Description>
			<Civilopedia>TXT_KEY_BUILDING_LONGHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LONGHOUSE_STRATEGY</Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
			<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
			<SpecialistCount>1</SpecialistCount>
			<MinAreaSize>-1</MinAreaSize>
			<ConquestProb>66</ConquestProb>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
			<PortraitIndex>57</PortraitIndex>
			-->
		<Language_en_US>
			<Update>
				
			</Update>
		</Language_en_US>
</GameData>
 
Ohh, I see. I changed the text keys, but my question is, where is the real description for these things are, not their text keys.
Either:
1. Use a good search tool (e.g., Agent Ransack, grepWin, etc.) to search all of your CIV5GameText*.XML files, or

2. Use a SQLite Browser (e.g., SQLite Manager for Firefox, SQLiteSpy, SQLiteStudio, etc.) to view this file:
Code:
C:\Users\%username%\Documents\My Games\Sid Meier's Civilization 5\cache\Localization-Merged.db
...and look at your Language (e.g., Language_en_US) under Views.

(I personally like option #2. Similarly, running your mod, then viewing the Civ5DebugDatabase.db file is very helpful to ensure all of your changes were made as you expected.)
 
Either:
1. Use a good search tool (e.g., Agent Ransack, grepWin, etc.) to search all of your CIV5GameText*.XML files, or

2. Use a SQLite Browser (e.g., SQLite Manager for Firefox, SQLiteSpy, SQLiteStudio, etc.) to view this file:
Code:
C:\Users\%username%\Documents\My Games\Sid Meier's Civilization 5\cache\Localization-Merged.db
...and look at your Language (e.g., Language_en_US) under Views.

(I personally like option #2. Similarly, running your mod, then viewing the Civ5DebugDatabase.db file is very helpful to ensure all of your changes were made as you expected.)

Downloaded SQLite browser. Opened the database for Localization-merged.db file. And then - BOOM! A ton of stuff I don't know how to deal with. I seriously can't read any of these things... I never used such a program.
 
This is incorrect because "Set" can not be placed within "Where":
Code:
<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT">
	<Set Text="bla bla bla"/>
</Where>
Change it to:
Code:
<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT"/>
<Set Text="bla bla bla"/>
Although in the case of leaders Firaxis went the reverse of everywhere else, and the TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT is actually the name of the Trait, and the TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST is actually the one you want to use to tell the player what the trait does.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

Unfortunately the files for telling the game what Text to display for what TXT_KEY_SOMETHING are a mess as created by Firaxis. You are probably better off just making a new <Text> explanation from scratch in most cases as opposed to trying to figure out in which file Firaxis hid the code. Later, once you get a bit better understanding of how everything works, and assuming you are interested in making additional mods, I would suggest downloading an SQL database viewer program, because one of these will allow you to look directly into the game's database of code for anything SQL/XML related as opposed to hunting through different files.

In any case, this is the original <Help> text definition for the Longhouse:
Code:
<Row Tag="TXT_KEY_BUILDING_LONGHOUSE_HELP">
	<Text>+1 [ICON_PRODUCTION] Production from each worked Forest tile.</Text>
</Row>

For the Iroquois UA, I did find these:
Code:
<Row Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT">
	<Text>The Great Warpath</Text>
</Row>
<Row Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST">
	<Text>Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads.</Text>
</Row>

You have to look in the proper expansion's ~/XML/Text/ folder, and then inside the folder for English, and then do a "Search/Find" in the files until you discover what you are looking for.
 
Good ole Nutty and his bag of tools, brilliant I'm gonna use this/these tools too should make life a lot easier :banana:

The nougat dosn't stop there! Following is pearls of wisdom I've been trying to figure how to gracefully insert essentially as-is in the Common Novice-Modder Mistakes thread I've been working on:

---------------------------------------------------------------

Learn how to look at the DB contents outside of Civ5!

You need SQLite Manager (an add-on to Firefox) or SQLiteSpy (a stand-alone application) or one of many other programs (see Nutty's post below) that will allow you to look at the DB contents. This is important regardless of whether you modify it using SQL or XML. It'll take you a lot less time to figure out what is in the DB by looking at it rather than trying to deduce it in-game or from the logs. The DBs are in the cache folder (same place as the MODS folder). You want the one that has "Debug" in its name ("Core" is the DB before it has been modified by any mods or DLC including expansions).

You don't need to ask. Just use SQLite Manager for Firefox or SQLiteSpy [that's the one that whoward69 uses, Paz]

[...or SQLite Database Browser or SQLite Studio or Sqliteman or SQLiteManager or SQLite Administrator...],

...then open the %userprofile%\Documents\My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db file, paste your SQL into the appropriate box (the "Execute SQL" tab in SQLite Manager), and see if an error pops up; if not, take a look at the database and see if the changes were made appropriately.

Note you'll actually be making changes to the database, but when you launch CiV, it will re-populate the database. So if you're going to be trying a few things, you might want to keep a backup copy of the db file so you don't have to launch CiV to get it to reset.

EDIT: Note this is mentioned in the "Learn how to look at the DB contents outside of Civ5!" in the original post.

---------------------------------------------------------------------

Problem is it is not only quoting Nutty but someone else and I am now having a devil of a time figuring out which thread I originally pulled that from in order to find who's wisdom exactly is being quoted. Every time I try to plop the title of the thread into the forum search function I essentially get a listing of pretty much every thread on the forum! Google-foo has never been my strong-suit, though.
 
This is incorrect because "Set" can not be placed within "Where":
Code:
<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT">
	<Set Text="bla bla bla"/>
</Where>
Change it to:
Code:
<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT"/>
<Set Text="bla bla bla"/>
Although in the case of leaders Firaxis went the reverse of everywhere else, and the TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT is actually the name of the Trait, and the TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST is actually the one you want to use to tell the player what the trait does.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

Unfortunately the files for telling the game what Text to display for what TXT_KEY_SOMETHING are a mess as created by Firaxis. You are probably better off just making a new <Text> explanation from scratch in most cases as opposed to trying to figure out in which file Firaxis hid the code. Later, once you get a bit better understanding of how everything works, and assuming you are interested in making additional mods, I would suggest downloading an SQL database viewer program, because one of these will allow you to look directly into the game's database of code for anything SQL/XML related as opposed to hunting through different files.

In any case, this is the original <Help> text definition for the Longhouse:
Code:
<Row Tag="TXT_KEY_BUILDING_LONGHOUSE_HELP">
	<Text>+1 [ICON_PRODUCTION] Production from each worked Forest tile.</Text>
</Row>

For the Iroquois UA, I did find these:
Code:
<Row Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT">
	<Text>The Great Warpath</Text>
</Row>
<Row Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST">
	<Text>Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads.</Text>
</Row>

You have to look in the proper expansion's ~/XML/Text/ folder, and then inside the folder for English, and then do a "Search/Find" in the files until you discover what you are looking for.

I changed the key and the code:
Code:
<GameData>
		<!--TXT KEYS FOR IROQUOIAN UA
		<Type>TRAIT_IGNORE_TERRAIN_IN_FOREST</Type>
        <Description>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST</Description>
        <ShortDescription>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT</ShortDescription>-->
		<Language_en_US>
			<Update>
				<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST"/>
				<Set Text="+1 [ICON_PRODUCTION] Production from each worked Forest tile. +10% [ICON_PRODUCTION] Production towards Buildings."/>
			</Update>
		</Language_en_US>


            <!--LONGHOUSE INFORMATON
			<Type>BUILDING_LONGHOUSE</Type>
			<BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<Cost>100</Cost>
			<GoldMaintenance>2</GoldMaintenance>
			<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			<Help>TXT_KEY_BUILDING_LONGHOUSE_HELP</Help>
			<Description>TXT_KEY_BUILDING_LONGHOUSE_DESC</Description>
			<Civilopedia>TXT_KEY_BUILDING_LONGHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LONGHOUSE_STRATEGY</Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
			<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
			<SpecialistCount>1</SpecialistCount>
			<MinAreaSize>-1</MinAreaSize>
			<ConquestProb>66</ConquestProb>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
			<PortraitIndex>57</PortraitIndex>
			-->
		<Language_en_US>
			<Update>
				<Where Tag="TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST"/>
				<Set Text="Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads. All units recieve the Woods Warrior promotion, which gives them +15% Combat [ICON_STRENGTH] Strength when attacking into Forest and Jungle."/>
			</Update>
		</Language_en_US>
</GameData>

But... where did you find trait's text? I didn't find it. Searched in every relevant TextInfo there is. Still couldn't find it.
But I did search in Vanilla, while you said to search in the proper expansion pack, but I the Iroquois are from Vanilla and not from any DLC...?
 
I changed the key and the code:
Spoiler LeeS made this into a spoiler :
Code:
<GameData>
		<!--TXT KEYS FOR IROQUOIAN UA
		<Type>TRAIT_IGNORE_TERRAIN_IN_FOREST</Type>
        <Description>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST</Description>
        <ShortDescription>TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST_SHORT</ShortDescription>-->
		<Language_en_US>
			<Update>
				<Where Tag="[COLOR="red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
				<Set Text="+1 [ICON_PRODUCTION] Production from each worked Forest tile. +10% [ICON_PRODUCTION] Production towards Buildings."/>
			</Update>
		</Language_en_US>


            <!--LONGHOUSE INFORMATON
			<Type>BUILDING_LONGHOUSE</Type>
			<BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<Cost>100</Cost>
			<GoldMaintenance>2</GoldMaintenance>
			<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			<Help>TXT_KEY_BUILDING_LONGHOUSE_HELP</Help>
			<Description>TXT_KEY_BUILDING_LONGHOUSE_DESC</Description>
			<Civilopedia>TXT_KEY_BUILDING_LONGHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LONGHOUSE_STRATEGY</Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
			<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
			<SpecialistCount>1</SpecialistCount>
			<MinAreaSize>-1</MinAreaSize>
			<ConquestProb>66</ConquestProb>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
			<PortraitIndex>57</PortraitIndex>
			-->
		<Language_en_US>
			<Update>
				<Where Tag="[COLOR="Red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
				<Set Text="Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads. All units recieve the Woods Warrior promotion, which gives them +15% Combat [ICON_STRENGTH] Strength when attacking into Forest and Jungle."/>
			</Update>
		</Language_en_US>
</GameData>

But... where did you find trait's text? I didn't find it. Searched in every relevant TextInfo there is. Still couldn't find it.
But I did search in Vanilla, while you said to search in the proper expansion pack, but I the Iroquois are from Vanilla and not from any DLC...?
I put your code into a spoiler to make the post a bit more readable.
  1. XML executes top-down.
  2. You code is accidently updating the same "Tag" in <Language_en_US> twice. Copy/paste error when constructing your "Where" clause, I assume. The effect however, is that the game will first re-write the Tag TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST with the new info for the longhouse:
    Spoiler :
    Code:
    		<Language_en_US>
    			<Update>
    				<Where Tag="[COLOR="red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
    				<Set Text="+1 [ICON_PRODUCTION] Production from each worked Forest tile. +10% [ICON_PRODUCTION] Production towards Buildings."/>
    			</Update>
    		</Language_en_US>
    And then the game will re-update the text for Tag TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST with the stuff you actually want for the trait tag's info:
    Spoiler :
    Code:
    		<Language_en_US>
    			<Update>
    				<Where Tag="[COLOR="Red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
    				<Set Text="Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads. All units recieve the Woods Warrior promotion, which gives them +15% Combat [ICON_STRENGTH] Strength when attacking into Forest and Jungle."/>
    			</Update>
    		</Language_en_US>
    This will confuse you because it will make it seem as if the game is accepting your code for the trait but not for the longhouse update to the text.
  3. As to where I found the original code for the Iroquois UA? I looked in the BNW expansion's XML, then the Text folder, then the folder for Engligh Language, then the files within that folder.
    • Lots more work than the database viewer program would have been.
    • I needed to look into the BNW expansion's files because the Iroquois UA mentions caravans on the DOM screen, so you would not find this in either the Vanilla version or the G&K version. You (generally) have to look in the BNW folders when the UA was re-written by BNW.
 
I put your code into a spoiler to make the post a bit more readable.
  1. XML executes top-down.
  2. You code is accidently updating the same "Tag" in <Language_en_US> twice. Copy/paste error when constructing your "Where" clause, I assume. The effect however, is that the game will first re-write the Tag TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST with the new info for the longhouse:
    Spoiler :
    Code:
    		<Language_en_US>
    			<Update>
    				<Where Tag="[COLOR="red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
    				<Set Text="+1 [ICON_PRODUCTION] Production from each worked Forest tile. +10% [ICON_PRODUCTION] Production towards Buildings."/>
    			</Update>
    		</Language_en_US>
    And then the game will re-update the text for Tag TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST with the stuff you actually want for the trait tag's info:
    Spoiler :
    Code:
    		<Language_en_US>
    			<Update>
    				<Where Tag="[COLOR="Red"]TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST[/COLOR]"/>
    				<Set Text="Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish [ICON_CONNECTED] City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads. All units recieve the Woods Warrior promotion, which gives them +15% Combat [ICON_STRENGTH] Strength when attacking into Forest and Jungle."/>
    			</Update>
    		</Language_en_US>
    This will confuse you because it will make it seem as if the game is accepting your code for the trait but not for the longhouse update to the text.
  3. As to where I found the original code for the Iroquois UA? I looked in the BNW expansion's XML, then the Text folder, then the folder for Engligh Language, then the files within that folder.
    • Lots more work than the database viewer program would have been.
    • I needed to look into the BNW expansion's files because the Iroquois UA mentions caravans on the DOM screen, so you would not find this in either the Vanilla version or the G&K version. You (generally) have to look in the BNW folders when the UA was re-written by BNW.

Ok, I checked and everything works! The mod is done. Now I need to publish it on Steam. I tried doing that through this guide:http://robotality.com/wiki/index.php?title=Steam_Workshop_-_publishing_your_mod but I just don't understand what to do there. I also tried to publish through the ModBuddy itself, but it didn't show me the file I need to upload.
Any ideas?
 
See the section on "Publishing" here: http://steamcommunity.com/sharedfiles/filedetails/?id=120875856

Note that you need to have used the "Build Solution" within ModBuddy for the most recent and up-to-date version of your mod, otherwise you would be selecting and uploading possibly bugged versions of the mod.

The other thing you linked to I have no idea what it is, but that certainly isn't the procedure I follow. I use the procedures as outlined by ceej12.

You don't actually have to have Steam "open" in order to upload your mod, you just cannot be running Steam in "Offline Mode".
 
See the section on "Publishing" here: http://steamcommunity.com/sharedfiles/filedetails/?id=120875856

Note that you need to have used the "Build Solution" within ModBuddy for the most recent and up-to-date version of your mod, otherwise you would be selecting and uploading possibly bugged versions of the mod.

The other thing you linked to I have no idea what it is, but that certainly isn't the procedure I follow. I use the procedures as outlined by ceej12.

You don't actually have to have Steam "open" in order to upload your mod, you just cannot be running Steam in "Offline Mode".

I already checked that before. The mod is working perfectly fine in it's last version.

I published it on Steam&on the civfanatics Creation&Customization forum.
Civfanatics: http://forums.civfanatics.com/showthread.php?p=13943938#post13943938
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=509390819&searchtext=
 
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