JorrelFraajic
Chieftain
I'm attempting to sort of specialize the religion aspect (mostly for personal use only, but who knows?) by adding in specific pros and cons according to each respective religion. However, I've snagged a bit in getting the game to register some of the changes.
For example, I looked over the ReligionInfo and GameInfoSchema XMLs and saw that the Religion lacked several tags that I would end up requiring. I took a look further on and copied and modified the BuildingHeathModifier (from the Environmentalism civic - See Example 1) to a BonusHappinessModifier sort of deal. I expected it to give a negative happiness modification to the Pig, Clam, and Crab bonuses, and a positive happiness bonus to the Gold and Sheep. (Ex. 2) Everything booted up correctly, but nothing was applied.
Example 1:
Example 2:
I can't figure out if it's an issue inherent with the ReligionInfo deal, or if it's something I'm missing somewhere else. Any ideas?
(Dunno if it's necessary, but running BtS, latest patch... Also working with Thomas' War mod, but everything I'm doing so far doesn't involve anything with the mod)
For example, I looked over the ReligionInfo and GameInfoSchema XMLs and saw that the Religion lacked several tags that I would end up requiring. I took a look further on and copied and modified the BuildingHeathModifier (from the Environmentalism civic - See Example 1) to a BonusHappinessModifier sort of deal. I expected it to give a negative happiness modification to the Pig, Clam, and Crab bonuses, and a positive happiness bonus to the Gold and Sheep. (Ex. 2) Everything booted up correctly, but nothing was applied.
Example 1:
Spoiler :
<ElementType name="BonusHappinessChange" content="eltOnly">
<element type="BonusType"/>
<element type="iHappinessChange"/>
</ElementType>
<ElementType name="BonusHappinessChanges" content="eltOnly">
<element type="BonusHappinessChange" minOccurs="0" maxOccurs="*"/>
</ElementType>
<element type="BonusType"/>
<element type="iHappinessChange"/>
</ElementType>
<ElementType name="BonusHappinessChanges" content="eltOnly">
<element type="BonusHappinessChange" minOccurs="0" maxOccurs="*"/>
</ElementType>
Example 2:
Spoiler :
<BonusHappinessChanges>
<BonusHappinessChange>
<BonusType>BONUS_PIG</BonusType>
<iHappinessChange>-2</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_CLAM</BonusType>
<iHappinessChange>-1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_CRAB</BonusType>
<iHappinessChange>-1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_GOLD</BonusType>
<iHappinessChange>1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_SHEEP</BonusType>
<iHappinessChange>2</iHappinessChange>
</BonusHappinessChange>
</BonusHappinessChanges>
<BonusHappinessChange>
<BonusType>BONUS_PIG</BonusType>
<iHappinessChange>-2</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_CLAM</BonusType>
<iHappinessChange>-1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_CRAB</BonusType>
<iHappinessChange>-1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_GOLD</BonusType>
<iHappinessChange>1</iHappinessChange>
</BonusHappinessChange>
<BonusHappinessChange>
<BonusType>BONUS_SHEEP</BonusType>
<iHappinessChange>2</iHappinessChange>
</BonusHappinessChange>
</BonusHappinessChanges>
I can't figure out if it's an issue inherent with the ReligionInfo deal, or if it's something I'm missing somewhere else. Any ideas?
(Dunno if it's necessary, but running BtS, latest patch... Also working with Thomas' War mod, but everything I'm doing so far doesn't involve anything with the mod)