Need Help on Override Palace

Might Be Alias

Chieftain
Joined
Aug 6, 2021
Messages
1
So I am working on a custom chinese civilization and I want it to override the palace. I have other UB and its working but it doesn't seem to work for the Palace.

*I have both G&K and BNW expansion
*not using any custom art for palace building icon, just reusing palace icon like listed in Buildings.xml under Assets

I am not sure if I am missing something or did something wrong. Thanks for helping!

This is my code for the building.
Code:
<Buildings>
        <Row>
            <Type>BUILDING_IMPERIAL_PALACE</Type>
            <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
            <Cost>0</Cost>
            <Help>TXT_KEY_BUILDING_IMPERIAL_PALACE_HELP</Help>
            <Description>TXT_KEY_BUILDING_IMPERIAL_PALACE_DESC</Description>
            <Civilopedia>TXT_KEY_BUILDING_IMPERIAL_PALACE_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_IMPERIAL_PALACE_STRATEGY</Strategy>
            <ArtDefineTag>PALACE</ArtDefineTag>
            <Capital>true</Capital>
            <NukeImmune>true</NukeImmune>
            <MinAreaSize>-1</MinAreaSize>
            <Defense>250</Defense>
            <ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
            <DisplayPosition>32</DisplayPosition>
            <GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
            <GreatWorkCount>1</GreatWorkCount>
            <NeverCapture>true</NeverCapture>
            <IconAtlas>BW_ATLAS_1</IconAtlas>
            <PortraitIndex>19</PortraitIndex>
        </Row>
    </Buildings>

My code for Flavor and Yield
Code:
<Building_Flavors>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <FlavorType>FLAVOR_GOLD</FlavorType>
            <Flavor>5</Flavor>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <FlavorType>FLAVOR_SCIENCE</FlavorType>
            <Flavor>10</Flavor>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <FlavorType>FLAVOR_CULTURE</FlavorType>
            <Flavor>10</Flavor>
        </Row>
    </Building_Flavors>
    <Building_YieldChanges>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <YieldType>YIELD_GOLD</YieldType>
            <Yield>5</Yield>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <YieldType>YIELD_PRODUCTION</YieldType>
            <Yield>5</Yield>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <YieldType>YIELD_SCIENCE</YieldType>
            <Yield>5</Yield>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <YieldType>YIELD_CULTURE</YieldType>
            <Yield>5</Yield>
        </Row>
        <Row>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
            <YieldType>YIELD_FAITH</YieldType>
            <Yield>5</Yield>
        </Row>
    </Building_YieldChanges>

Moreover, for in my code for the chinese civilization, I have building class override.
Code:
    <Civilization_BuildingClassOverrides>
        <Row>
            <CivilizationType>CIVILIZATION_PRC</CivilizationType>
            <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
            <BuildingType>BUILDING_IMPERIAL_PALACE</BuildingType>
        </Row>
    </Civilization_BuildingClassOverrides>
 
What, if anything, is in the log files relating to your mod. And it's far easier for us to check code if you attach the mod.
 
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