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Check my mod for error

:cry: After all that, besides Penicillin, there's another error somewhere lower down in the Technologies table (see the edits above).

Go ahead and remove the <Delete/>'s, but maybe <Delete/> would work once you fix the bugs.

EDIT: I may have introduced an error in my troubleshooting steps.
 
penicillin, the connection was wrong it was peniciline ..

and I've fixed the 2,3,

but I don't know whats wrong with modern..

gotcha tourism and computer!
 
There's nothing in the tech tree because you continue to have errors in your additions to the technology tree, and the failure causes the entire add to be discarded.

You're [still] specifying 2 ID=0 for Agriculture and Aquaculture. Take out one [or both] of them. You specify 2 columns for FirstFreeUnitClass in TECH_PRIVATE_EDUCATION. You can only have one such entry. (If you want to provide 2 free units, you'll have to do it with Lua).

Once those errors are fixed, <Delete/> works just fine; you don't need the Tech_Delete_sql.sql file any longer (but you still need Tech_sql.sql)
 
YUP NOW IT WORKS, BUT I GOTTA CHECK THE PREREQTECHS. IT IS MESSED UP.

NOW I'M MAKING A SOCIAL POLICIES, AND IT WILL GOING TO BE A SAME WAY
<Delete/>
 
Then you'll need a similar Policy_sql.sql that runs after your Policy adds:
Code:
CREATE TABLE IDRemapper ( id INTEGER PRIMARY KEY AUTOINCREMENT, Type TEXT );
INSERT INTO IDRemapper (Type) SELECT Type FROM Policies ORDER BY ID;
UPDATE Policies SET ID =	( SELECT IDRemapper.id-1 FROM IDRemapper WHERE Policies.Type = IDRemapper.Type);
DROP TABLE IDRemapper;

EDIT: And a <DeleteMissingReferences table="Policies" column="Type"/> at the end of your XML.
 
BaseFreeUnits integer 0
BaseFreeMilitaryUnits integer 0
FreeUnitsPopulationPercent integer 0
FreeMilitaryUnitsPopulationPercent integer 0
UnhappinessMod


what does these mean?
 
Look at what uses those entries:
  • BaseFreeUnits is for the Volunteer Army tenet: "6 units are maintenance-free. Receive 6 Foreign Legion units immediately."
  • UnhappinessMod is for the Meritocracy policy: "+1 Happiness for each City you own connected to the Capital and -5% Unhappiness from Citizens in non-occupied Cities."

BaseFreeMilitaryUnits, FreeUnitsPopulationPercent, FreeMilitaryUnitsPopulationPercent are unused (in Brave New World at least, so I'm not sure what they do, and they may not even work).
 
Oh!
<TechPrereq>TECH_MANOR</TechPrereq>
DID I PUTED CORRECTLY?


SpecialistProductionModifie
AND FREEFOODBOX

WHAT ARE THESE??
 
<Policy_CapitalYieldPerPopChanges>
<Delete/>
<Row>
<PolicyType>POLICY_MONARCHY</PolicyType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>200</Yield>
</Row>
<Row>
<PolicyType>POLICY_LOTTERY</PolicyType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>300</Yield>
</Row>
<Row>
<PolicyType>POLICY_LOTTERY</PolicyType>
<YieldType>YIELD_HAPPINESS</YieldType>
<Yield>20</Yield>
</Row>
<Row>
<PolicyType>POLICY_VOLUNTEERY</PolicyType>
<YieldType>YIELD_HAPPINESS</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<PolicyType>POLICY_ELITISM</PolicyType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>50</Yield>
</Row>
</Policy_CapitalYieldPerPopChanges>
DOES THIS WILL WORK?
 
<Policy_CapitalYieldPerPopChanges>
<Delete/>
<Row>
<PolicyType>POLICY_MONARCHY</PolicyType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>200</Yield>
</Row>
<Row>
<PolicyType>POLICY_LOTTERY</PolicyType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>300</Yield>
</Row>
<Row>
<PolicyType>POLICY_LOTTERY</PolicyType>
<YieldType>YIELD_HAPPINESS</YieldType>
<Yield>20</Yield>
</Row>
<Row>
<PolicyType>POLICY_VOLUNTEERY</PolicyType>
<YieldType>YIELD_HAPPINESS</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<PolicyType>POLICY_ELITISM</PolicyType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>50</Yield>
</Row>
</Policy_CapitalYieldPerPopChanges>
DOES THIS WILL WORK?
Happiness is not a Yield. Faith may or may not work. For YIELD_FAITH and YIELD_CULTURE everything is a table-by-table special case as to whether Faith or Culture will work in the table. I suspect Faith and Culture will not work here but I could be wrong.
 
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