[Help Request] Modifiers and ModifierArguments

Horem

Emperor
Joined
Apr 1, 2010
Messages
1,721
Location
Wales, UK
I created a mod that introduces several new buildings. They all appear ingame fine with the yields i set and work great. I then decided to introduce some Modifiers to each one and reduce the base yields each building give to apply only to certain resources. My Requirements apply to the database, my Buildings apply to the database, my BuildingModifiers apply to the database. My Modifiers and ModifierArguments do not apply to the database, this is the code:
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 11/17/2016 12:37:43 AM -->
<GameData>
   <Modifiers>
       <!-- Training Buildings -->
       <Row>
           <ModifierId>TRAINING_GROUND_BONUS</ModifierId>
           <ModifierType>MODIFIER_UNIT_ADJUST_COMBAT_STRENGTH</ModifierType>
           <SubjectRequirementSetId>LAND_COMBATTRAINING_REQUIREMENTS</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TRAINING_CAMP_BONUS</ModifierId>
           <ModifierType>MODIFIER_UNIT_ADJUST_COMBAT_STRENGTH</ModifierType>
           <SubjectRequirementSetId>LAND_COMBATTRAINING_REQUIREMENTS</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TOURNAMENT_GROUND_BONUS</ModifierId>
           <ModifierType>MODIFIER_UNIT_ADJUST_COMBAT_STRENGTH</ModifierType>
           <SubjectRequirementSetId>LAND_COMBATTRAINING_REQUIREMENTS</SubjectRequirementSetId>
       </Row>
       <!-- Trappers Hut -->
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_DEER</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS_P</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_DEER</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_FUR</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS_P</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_FUR</SubjectRequirementSetId>
       </Row>
       <!-- Herbalist -->
       <Row>
           <ModifierId>HERBALIST_TRUFFLES_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_TRUFFLES</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>HERBALIST_GYPSUM_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_GYPSUM</SubjectRequirementSetId>
       </Row>
       <!-- Apocathery -->
       <Row>
           <ModifierId>APOCATHERY_MERCURY_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_MERCURY</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>APOCATHERY_INCENSE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_INCENSE</SubjectRequirementSetId>
       </Row>
       <!-- Healers Hut -->
       <Row>
           <ModifierId>HEALERS_HUT_SALT_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SALT</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>HEALERS_HUT_SPICES_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SPICES</SubjectRequirementSetId>
       </Row>
       <!-- Tavern -->
       <Row>
           <ModifierId>TAVERN_WINE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_WINE</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TAVERN_WHEAT_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_WHEAT</SubjectRequirementSetId>
       </Row>
       <!-- Inn -->
       <Row>
           <ModifierId>INN_SUGAR_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SUGAR</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>INN_CITRUS_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_CITRUS</SubjectRequirementSetId>
       </Row>
       <!-- Lodge -->
       <Row>
           <ModifierId>LODGE_GYPSUM_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_GYPSUM</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>LODGE_RICE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_RICE</SubjectRequirementSetId>
       </Row>
       <!-- Stone Mason -->
       <Row>
           <ModifierId>STONE_MASON_STONE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_STONE</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>STONE_MASON_MARBLE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_MARBLE</SubjectRequirementSetId>
       </Row>
       <!-- Tailor -->
       <Row>
           <ModifierId>TAILOR_SHEEP_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SHEEP</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TAILOR_COTTON_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_COTTON</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>TAILOR_DYES_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_DYES</SubjectRequirementSetId>
       </Row>
       <!-- Cook Shop -->
       <Row>
           <ModifierId>COOK_SHOP_WHEAT_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_WHEAT</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>COOK_SHOP_RICE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_RICE</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>COOK_BANANA_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_BANANA</SubjectRequirementSetId>
       </Row>
       <!-- Butcher -->
       <Row>
           <ModifierId>BUTCHER_SHEEP_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SHEEP</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>BUTCHER_CATTLE_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_CATTLE</SubjectRequirementSetId>
       </Row>
       <!-- Manor -->
       <Row>
           <ModifierId>MANOR_SILVER_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_SILVER</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>MANOR_DIAMONDS_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_DIAMONDS</SubjectRequirementSetId>
       </Row>
       <Row>
           <ModifierId>MANOR_PEARLS_BONUS</ModifierId>
           <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
           <SubjectRequirementSetId>RESOURCE_IS_PEARLS</SubjectRequirementSetId>
       </Row>
   </Modifiers>
</GameData>
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 11/17/2016 12:46:10 AM -->
<GameData>
   <ModifierArguments>
       <!-- Training Buildings -->
       <Row>
           <ModifierId>TRAINING_GROUND_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>3</Value>
       </Row>
       <Row>
           <ModifierId>TRAINING_CAMP_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>6</Value>
       </Row>
       <Row>
           <ModifierId>TOURNAMENT_GROUND_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>9</Value>
       </Row>
       <!-- Trappers Hut -->
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS_P</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_DEER_BONUS_P</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_PRODUCTION</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS_P</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>TRAPPERS_HUT_FUR_BONUS_P</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_PRODUCTION</Value>
       </Row>
       <!-- Herbalist -->
       <Row>
           <ModifierId>HERBALIST_TRUFFLES_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>HERBALIST_TRUFFLES_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>HERBALIST_GYPSUM_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>HERBALIST_GYPSUM_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Apocathery -->
       <Row>
           <ModifierId>APOCATHERY_MERCURY_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>APOCATHERY_MERCURY_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>APOCATHERY_INCENSE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>APOCATHERY_INCENSE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Healers Hut -->
       <Row>
           <ModifierId>HEALERS_HUT_SALT_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>HEALERS_HUT_SALT_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>HEALERS_HUT_SPICES_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>HEALERS_HUT_SPICES_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Tavern -->
       <Row>
           <ModifierId>TAVERN_WINE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>TAVERN_WINE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>TAVERN_WHEAT_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>TAVERN_WHEAT_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Inn -->
       <Row>
           <ModifierId>INN_SUGAR_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>INN_SUGAR_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>INN_CITRUS_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>INN_CITRUS_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Lodge -->
       <Row>
           <ModifierId>LODGE_GYPSUM_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>LODGE_GYPSUM_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>LODGE_RICE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>LODGE_RICE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Stone Mason -->
       <Row>
           <ModifierId>STONE_MASON_STONE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>STONE_MASON_STONE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_PRODUCTION</Value>
       </Row>
       <Row>
           <ModifierId>STONE_MASON_MARBLE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>STONE_MASON_MARBLE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_PRODUCTION</Value>
       </Row>
       <!-- Tailor -->
       <Row>
           <ModifierId>TAILOR_SHEEP_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>TAILOR_SHEEP_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>TAILOR_COTTON_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>TAILOR_COTTON_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <Row>
           <ModifierId>TAILOR_DYES_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>TAILOR_DYES_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_GOLD</Value>
       </Row>
       <!-- Cook Shop -->
       <Row>
           <ModifierId>COOK_SHOP_WHEAT_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>COOK_SHOP_WHEAT_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <Row>
           <ModifierId>COOK_SHOP_RICE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>COOK_SHOP_RICE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <Row>
           <ModifierId>COOK_BANANA_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>COOK_BANANA_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <!-- Butcher -->
       <Row>
           <ModifierId>BUTCHER_SHEEP_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>BUTCHER_SHEEP_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <Row>
           <ModifierId>BUTCHER_CATTLE_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>2</Value>
       </Row>
       <Row>
           <ModifierId>BUTCHER_CATTLE_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_FOOD</Value>
       </Row>
       <!-- Manor -->
       <Row>
           <ModifierId>MANOR_SILVER_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>MANOR_SILVER_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_CULTURE</Value>
       </Row>
       <Row>
           <ModifierId>MANOR_DIAMONDS_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>MANOR_DIAMONDS_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_CULTURE</Value>
       </Row>
       <Row>
           <ModifierId>MANOR_PEARLS_BONUS</ModifierId>
           <Name>Amount</Name>
           <Value>1</Value>
       </Row>
       <Row>
           <ModifierId>MANOR_PEARLS_BONUS</ModifierId>
           <Name>YieldType</Name>
           <Value>YIELD_CULTURE</Value>
       </Row>
   </ModifierArguments>
</GameData>

I copied the way the base game uses the Watermill to increase yields on Rice and Wheat. And edited it to suite my needs. it is just these 2 files that refuse to be applied to the databse. (I split it into seperate files for each table after encountering this for easier troubleshooting)

Database.log shows no Errors:
Code:
[1928495.880] [Localization]: Validating Foreign Key Constraints...
[1928495.880] [Localization]: Passed Validation.
[1928495.889] [Configuration]: Validating Foreign Key Constraints...
[1928495.889] [Configuration]: Passed Validation.
[1928506.264] [FullTextSearch]: Initializing FullTextSearch
[1928506.852] [Gameplay]: Validating Foreign Key Constraints...
[1928506.867] [Gameplay]: Passed Validation.
[1928507.398] [Configuration]: Validating Foreign Key Constraints...
[1928507.398] [Configuration]: Passed Validation.
[1928696.557] [Gameplay]: Validating Foreign Key Constraints...
[1928696.574] [Gameplay]: Passed Validation.
[1928707.382] [FullTextSearch]: FTS - Creating Context
[1928707.703] [FullTextSearch]: FTS - Creating Context
[1928708.353] [FullTextSearch]: FTS - Creating Context
Modding.log shows no Errors:
Code:
[1928696.468] Status: Applying Component - UI_Changes
[1928696.471] Status: Applied component to game.
[1928696.471] Status: Applying Component - HMP_TableChanges
[1928696.472] Status: Creating database save point.
[1928696.472] Status: UpdateDatabase - Loading Gameplay/HMP_DeleteGameSpeeds.sql
[1928696.472] Status: UpdateDatabase - Loading Gameplay/HMP_GameSpeed.sql
[1928696.472] Status: UpdateDatabase - Loading Gameplay/HMP_Gamespeed_Turns.sql
[1928696.473] Status: UpdateDatabase - Loading Gameplay/HMP_Tables.sql
[1928696.473] Status: UpdateDatabase - Loading Gameplay/HMP_Types.xml
[1928696.473] Status: Successfully released save point.
[1928696.473] Status: Applied component to game.
[1928696.474] Status: Applying Component - HMP_TechTiers
[1928696.474] Status: Creating database save point.
[1928696.474] Status: UpdateDatabase - Loading Gameplay/HMP_CivicTiers.xml
[1928696.475] Status: UpdateDatabase - Loading Gameplay/HMP_TechTiers.xml
[1928696.476] Status: Successfully released save point.
[1928696.476] Status: Applied component to game.
[1928696.476] Status: Applying Component - HMP_HajeeNoBline
[1928696.477] Status: Creating database save point.
[1928696.477] Status: UpdateDatabase - Loading Gameplay/DeletePre.xml
[1928696.479] Status: UpdateDatabase - Loading Gameplay/CivicTree.xml
[1928696.482] Status: UpdateDatabase - Loading Gameplay/TechTree.xml
[1928696.486] Status: Successfully released save point.
[1928696.486] Status: Applied component to game.
[1928696.486] Status: Applying Component - HMP_Components
[1928696.486] Status: Creating database save point.
[1928696.486] Status: UpdateDatabase - Loading Gameplay/HMP_Buildings.xml
[1928696.489] Status: UpdateDatabase - Loading Gameplay/HMP_BuildingModifiers.xml
[1928696.491] Status: UpdateDatabase - Loading Gameplay/HMP_RequirementArguments.xml
[1928696.491] Status: UpdateDatabase - Loading Gameplay/HMP_Requirements.xml
[1928696.493] Status: UpdateDatabase - Loading Gameplay/HMP_RequirementSetRequirements.xml
[1928696.493] Status: UpdateDatabase - Loading Gameplay/HMP_RequirementSets.xml
[1928696.498] Status: UpdateDatabase - Loading Gameplay/AdjustedPopGrowth.xml
[1928696.498] Status: UpdateDatabase - Loading Gameplay/Biao_Units.xml
[1928696.509] Status: UpdateDatabase - Loading Gameplay/Biao_Unit_Abilities.xml
[1928696.512] Status: UpdateDatabase - Loading Gameplay/FasterRoads.xml
[1928696.513] Status: UpdateDatabase - Loading Gameplay/FasterBorders.xml
[1928696.513] Status: UpdateDatabase - Loading Gameplay/HMP_Farms.sql
[1928696.513] Status: UpdateDatabase - Loading Gameplay/HMP_WarWeariness.xml
[1928696.514] Status: UpdateDatabase - Loading Gameplay/IP_Main.xml
[1928696.515] Status: UpdateDatabase - Loading Gameplay/IP_Policies.xml
[1928696.526] Status: UpdateDatabase - Loading Gameplay/IP_DistrictBuilders.xml
[1928696.527] Status: UpdateDatabase - Loading Gameplay/IP_Govs.xml
[1928696.527] Status: UpdateDatabase - Loading Gameplay/IP_Districts.xml
[1928696.529] Status: UpdateDatabase - Loading Gameplay/IP_Buildings.xml
[1928696.529] Status: UpdateDatabase - Loading Gameplay/IP_GuidedMissile.xml
[1928696.529] Status: UpdateDatabase - Loading Gameplay/IP_EurekaBoost.sql
[1928696.529] Status: UpdateDatabase - Loading Gameplay/MOAR_Units_Data.xml
[1928696.546] Status: UpdateDatabase - Loading Gameplay/MOAR_Units.sql
[1928696.546] Status: UpdateDatabase - Loading Gameplay/HMP_Rules.sql
[1928696.550] Status: Successfully released save point.
[1928696.550] Status: Applied component to game.
[1928696.550] Status: Applying Component - HMP_Text
[1928696.550] Status: Creating database save point.
[1928696.550] Status: LocalizedText - Loading Text/BetterTradeScreen_Text.xml
[1928696.551] Status: LocalizedText - Loading Text/Biao_UnitText.xml
[1928696.552] Status: LocalizedText - Loading Text/HMP_TextChanges.sql
[1928696.552] Status: LocalizedText - Loading Text/IP_PolicyTexts.xml
[1928696.555] Status: LocalizedText - Loading Text/IP_Texts.xml
[1928696.556] Status: LocalizedText - Loading Text/MOAR_Units_Text.xml
[1928696.557] Status: LocalizedText - Loading Text/HMP_AmenitiesText.sql
[1928696.557] Status: Successfully released save point.
[1928696.557] Status: Applied component to game.
[1928696.557] Status: Modding Framework - Finished Apply Components
[1928696.557] Status: Applied all components of enabled mods.
[1928696.576] Status: Localization database has been updated.  Caching data.
GameEffects.log shows the modifers are Valid:
Code:
[1928697.598] [Turn: 1] Modifier <TRAPPERS_HUT_DEER_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <TRAPPERS_HUT_DEER_BONUS_P> is valid.
[1928697.598] [Turn: 1] Modifier <TRAPPERS_HUT_FUR_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <TRAPPERS_HUT_FUR_BONUS_P> is valid.
[1928697.598] [Turn: 1] Modifier <HERBALIST_TRUFFLES_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <HERBALIST_GYPSUM_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <APOCATHERY_MERCURY_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <APOCATHERY_INCENSE_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <HEALERS_HUT_SALT_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <HEALERS_HUT_SPICES_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <TAVERN_WINE_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <TAVERN_WHEAT_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <INN_SUGAR_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <INN_CITRUS_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <LODGE_GYPSUM_BONUS> is valid.
[1928697.598] [Turn: 1] Modifier <LODGE_RICE_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <STONE_MASON_STONE_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <STONE_MASON_MARBLE_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <TAILOR_SHEEP_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <TAILOR_COTTON_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <TAILOR_DYES_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <COOK_SHOP_WHEAT_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <COOK_SHOP_RICE_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <COOK_BANANA_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <BUTCHER_SHEEP_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <BUTCHER_CATTLE_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <MANOR_SILVER_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <MANOR_DIAMONDS_BONUS> is valid.
[1928697.599] [Turn: 1] Modifier <MANOR_PEARLS_BONUS> is valid.
When I check the database tables with SQLite, when the game is running, they are not in the tables.
Link to files.
 
You added requirements .. but I don't see any code in there FOR the requirements or a test check on those ..also not sure how you guys make those code boxes ... anyway you'll need something like this
<Modifiers>
<Row>
<ModifierId>LIGHTHOUSE_COAST_ADDFOOD</ModifierId>
<ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
<SubjectRequirementSetId>PLOT_HAS_COAST_REQUIREMENTS</SubjectRequirementSetId>
</Row>
</Modifiers>
<Requirements>
<Row>
<RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
<RequirementType>REQUIREMENT_PLOT_TERRAIN_TYPE_MATCHES</RequirementType>
</Row>
<Requirements>
<RequirementArguments>
<Row>
<RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
<Name>TerrainType</Name>
<Value>TERRAIN_COAST</Value>
</Row>
</RequirementArguments>
<RequirementSets>
<Row>
<RequirementSetId>PLOT_HAS_COAST_REQUIREMENTS</RequirementSetId>
<RequirementSetType>REQUIREMENTSET_TEST_ALL</RequirementSetType>
</Row>
</RequirementSets>
<RequirementSetRequirements>
<Row>
<RequirementSetId>PLOT_HAS_COAST_REQUIREMENTS</RequirementSetId>
<RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
</Row>
</RequirementSetRequirements>

I'm fairly certain once you set up a requirement you have to both define and activate it otherwise nothing can actually match your requirements
 
Okay it was working as intended, me in my wisdom, I was checking the end of the tables for new entries. Seems Modifiers and ModifierArguments are automaticly sorted by the game engine, unlike Buildings/BuildingModifiers and the 4 Requirement Tables which add new entries to the end of the table. How anoying :)
 
Requirements are set up and working. I just did not paste the code form them since they were working. Read post above. You use CODE Blocks :- [ CODE ][/ CODE ] (without the spaces)
 
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