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Help with First Mod: Effects Not Reflected In Game

Phanixis

Chieftain
Joined
Dec 30, 2010
Messages
26
I am experimenting with modding in Beyond Earth. After watching the Firaxis tutorial, I have attempted to make a simple mod.

This is what I have done:

I made a copy of CivBEBuildings.xml and put it in my project folder.

I selected add existing item and added the copy of CivBEBuildings.xml to my project.

I edited the xml file to increase the cost of the Laboratory improvement from 80 hammers to 160 hammers.

I set the mod to Update the Database using the copy of CivVEBuildings.xml on OnModActivated.

I built the mod.

I launched Beyond Earth, loaded the mod and started a new game.

I looked at the Laboratory upgrade in the tech tree, but the change I made did not take place.

I have no idea what I did wrong, can anyone help me with this matter?

Thanks.
 
Ok, I have discovered that if I want to change an already existing building instead of adding a new one, I need a different set of commands. I need to use the update, set and where commands, which is not made apparent in most tutorials. After learning this, I was able to adjust the cost and technology prerequisites of buildings. Unfortunately, I cannot seem to adjust yield modifiers using the same methodology. Attempting to change the yield of the laboratory for instance just eliminates the science it generates entirely.
 
You're probably not using the correct tags then, they must reflect the ones used in the table.

Must look similar to this:

Code:
		<Update>
			<Where BuildingType="BUILDING_LABORATORY" YieldType="YIELD_SCIENCE"/>
			<Set Yield="9001"/>
		</Update>
 
I found the mistake. I was setting YieldType instead of settings the Yield. It works now.

Thanks for the help.
 
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