Thanks everyone. Combination of mostly your help and some fresh eyes after two weeks resulted in success:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<Types>
<Row Type="BELIEF_FAITH_IN_POLITICS" Kind="KIND_BELIEF"/>
</Types>
<Beliefs>
<Row...
No luck unfortunately. Have swapped the parent tag to GameData. Have added your suggestion. Have check DB and the records are there. Have even thrown in another modifier that's known to work but it still doesn't want to trigger anything on selection of the belief...
Just making simple Pantheon belief that grants a governor title/point. Have used the devs example religion mod as base. Below doesn't actually grant the title/point though when selected. Any help appreciated.
<GameInfo>
<Types>
<Row Type="BELIEF_FAITH_IN_POLITICS"...
Any help appreciated. I've spent wayyy too long on this.
I'm creating a new Belief that uses the same Modifier as the Great Lighthouse Wonder: MODIFIER_PLAYER_ADJUST_EMBARKED_MOVEMENT
And trying to apply it to only Religious Units by using a RequirementSet that includes the Requirement...
I'm also keen to see how this can be done, but from what I can see Firaxis has not exposed this area of things to modding. At first glance, I'd say it's probably to protect the viability of a Religious victories ie. I the concept requires scarcity to be viable. But then again, Civ 5 had...
I was thinking this update might be the one where I start playing (being an Aussie) / modding again (with support now!). Based on my first few generations, their solution (in practice) seems only a little bit more elegant in reality, than the "Nuclear Option" that I had commented-out in the...
I'd like to see a more in-depth version of this mod, essentially:
Machine gunner gets +1 range,
BUT only on a hill
BUT it can only target the closest unit in its line of sight (ie. it cannot shoot over another enemy unit)
Started it myself, but didn't want to go down the rabbit hole...
Not too sure what logic Firaxis uses for conflicts yet, but this is possibly the most basic mod ever made. Perhaps one of the other mods has included in the modinfo that it's not compatible with this one and that's why it deactivates?
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