Looking over the Unit and Civ tables, and I feel like I'm missing something.
I get that special units are assigned to a civ in the Civilizaion_UnitClassOverrides table, but what allows the game to determine the default? Like I'm looking at the Bomber versus the B-17 and the only thing I can...
LeeS, thanks for all your help.
The double-delete does look to be the problem that resulted in a file discard- although my first attempt at using an appropriate Delete on the game text file resulted in the game info box going away (good) and switching the strategy box to german (not so good)...
Edge of your seat updates here :)
- There was a typo in my Building_ResourceYieldChanges tag. I fixed that and set it to an update of set yield=0 when Building=... and everything appears in order
-I set the Monastery Help text to an update instead of a delete (update is "") which doesn't...
Ok so Building_YieldChanges fixed Pagodas and moved them out to the Medeival section of civilpedia (my unit testing right now is just checking the entry info in the in-game civilpedia to make sure everything is showing as expected, haven't gotten to more play tests yet), but Monasteries are...
Thanks! Although I'm still confused on CreatePercent- what qualifies as a project? I feel like I'm blanking here but TrainPercent and ConstructPercent control creation of units and buildings...so are projects things like convert production-to-gold and production-to-science?
I actually just added that comment code in here, but regardless I should do that in my actual code just as a best practice. Thanks :)
Also I'll make the uppercase/lowercase corrections and give it a try. Thanks!
Edit- aahhhahaha Building_YieldChanges not Buildings_YieldChanges ok there's one...
Alright so my first few attempts to figure out why Pagodas and Monasteries aren't working have not born fruit. My Monastery update code:
<GameData>
//Building table should update Unlocked by belief, cost, prereq. tech and it's exclucivity group...all of this is done on all 4 buildings and...
Another mod that I'd like/would possibly beg for- a primitive religion mod that lets you basically stay within the pantheon beliefs. You maybe get to pick 1-2 more pantheon beliefs in total, can build some unique versions of inquisitors/missionaries to keep your religion up, and maybe some...
Ok so my first test...not so good. Nothing loaded and not sure why.
-Set the Mod's actions up to update the DB with my 5 XML files onmodactivated
-I have an XML file for each building, and one for the text
Here's a sample of the one I did for the Cathedral- this was working in a one-off Mod...
Looks like it- if someone just goes onto the features table and deletes
<AdjacentUnitFreePromotion>PROMOTION_ALTITUDE_TRAINING</AdjacentUnitFreePromotion>
for Kilimanjaro you're done. I'd assume the same for FOY. Obviously would need to add in some appropriate tile yields to replace but...
Playing around with a gamespeed mod- as I think many have- to make Epic feel a little less slow on the building/unit side while still a slower go through the tech tree.
Questions on a couple of fields not well explained on the modwiki:
CreatePercent- seems likely related to great wonder...
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