You can define your own modifier of the MODIFIER_PLAYER_GRANT_SPECIFIC_TECH_BOOST type to boost any tech you want. Let's look at how GREATPERSON_MATHTECHBOOST works, as an example.
If we look in GreatPeople_Scientists.xml, we can see the xml for defining the math boost:
<Modifiers>
...
I generally just load up a game and play until I'm in a position to check if the ability is working. I start in the later eras so that I can immediately produce the unit in question. I've never tried using the Firetuner (I don't even know what that is :p).
All of my leader mods have leader...
I don't know if much in the way of documentation exists, sadly. Usually what I do is look at the files in the Base/Assets/Gameplay/Data folder of my civ installation, and see how existing mechanics are implemented. For making a new improvement, you'll want to look at improvements.xml. You'll...
Some modifiers are percentage-based, and some are flat bonuses, and the only way to tell is to look at examples that use those modifiers and see which they're doing. What I imagine happened is that Firaxis just made modifiers as they needed them - if someone wanted to make an ability that was...
If we look at the modifiers.xml file, we can see what sort of Collection each modifier applies to:
<Row>
<ModifierType>MODIFIER_PLAYER_ADJUST_PLOT_YIELD</ModifierType>
<CollectionType>COLLECTION_PLAYER_PLOT_YIELDS</CollectionType>...
This is how I made a civ with plantations that give extra production (follow the PLANTATION_PRODUCTION items). Essentially I gave them a modifier that gives plots the desired extra yield, with a restriction that says the plot has to have the improvement in question.
INSERT INTO TraitModifiers...
I think you want A8B8G8R8, at least that's what works for me in Paint.NET. The reason everything is blue is because you're using a different format that has the channels swapped around.
I've encountered similar issues. Here's what I think you need to do.
First, the Mod.Art.xml file needs to refer to the leader art and icons. I also followed the same tutorials, and I don't remember them showing this. Here are the substitutions to make:
<Element>...
I've tried adding R&F as a reference to my modinfo file:
<References>
<Mod id="1B28771A-C749-434B-9053-D1380C553DE9" title="Expansion: Rise and Fall" />
</References>
However, modding.log still shows that my mod will be loaded first:
[3121677.094] Target Mods (in the order they...
These error messages from ModBuddy can be very unhelpful, as they often indicate errors in locations that are actually fine, and don't indicate the true source of the error. In my experience, it's often a file name which does not match a name somewhere in the xml. For example, look through...
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