I recently made a mod that changes the factory building to a unique building and started playtesting. When I got to industrialization I immediately bought more than enough to be able to found an ideology, but for some reason it did not trigger. Does the game not approve of replacements for the...
Okay, so after that fiasco, let's try again.
I also tinkered a little bit with this and while it still does not work I now have the messages:
[417.421] columns StrategicViewType, TileType are not unique
[417.421] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType...
I have been trying to give a food penalty to my new civ. My idea was to add a dummy building to every city with the script from the Floating Gardens from the Aztec, like so:
<Building_YieldModifiers>
-<Row>
<BuildingType>BUILDING_TRAIT_RINFAC</BuildingType>...
I added a negative value like this:
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_CUPWONDER</BuildingType>
<YieldType>YIELD_HAPPINESS</YieldType>
<Yield>-15</Yield>
</Row>
...
...
</Building_YieldChanges>...
As the title says, is there a way to add a happiness penalty/ unhappiness to a building? Or can you add a negative food count, so that the building "eats" food?
So I have been tinkering with another mod. I checked the Database log and ironed out the problems I found there, but the mod still does not work. Maybe someone can tell me what the problem is and how do I find the log for it?
How do one add help text to a UI and a replacement for the great merchant? I have written the mod as I would for any other unit/building ect. but none of the texts shows up. I assume there must be special rules for UI:s and great people?
"Cozy Glow" is the mod with the unique improvement...
Thank you ever so much. I think I have fixed the UB,but things still does not work entirely since the mod does not show up in the menu. I enabled logging like you suggested, and from what I understand the issue is in the following log:
[3928.359] table Trait_FreePromotionUnitCombats has no...
I have been working with a mod for a while now, and for whatever reason the unique building does not seem to work, as it does not show up on the civilization selection screen. Any help would be appreciated.
Thank you for your help. The improvement can be built and it does work as intended. However, for whatever reason no improvement shows up on the map. It is there, since it does connect resources and expands the borders as it should. It just does not show any visible improvement despite having an...
I have been trying to make a unique improvement (black market) for a mod civ I am writing. The idea is an improvement that does not alter any yields, but instead give2 25% extra combat stregnth to the tile. It can connect any luxury resource on the map and it can be built outside your borders...
While I doubt it matters, I thought I should mention that when I observe this civ in an AI only game, I have seen it get one Trailblazer unit occasionally (probably from the Tradition policy tree) and it does use that Trailblazer to found a second city. The issue is not that it does not use the...
So I have tested this for a while now and it works just fine when played as your own civ. However, when I put this as an AI civ, it does not seem to build Trailblazers. Is there a way to solve this issue?
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