How different are the BE:RT tables? Can't remember how to get good mod error logs.

shandelman

Chieftain
Joined
Nov 2, 2014
Messages
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So I have a homebrew mod which I'm trying to port to BERT. I apologize if these are dumb questions but I can't remember how to do anything.

I've run into a few snags:
  • I've made some error and my mod doesn't work. A simpler mod does work (I built one that just increased quarries by +1 gear, and that seems to load fine), so I'm sure I'm using modbuddy etc correctly. IIRC this would be reflected in the log files somewhere, but the game generates log output with no complaints or errors that I can see? I'm trying to do quite a bit of stuff so hunting down errors one at a time will be painful - I removed everything where I couldn't find the table in the new docs already and it's still not fixed (see next point).
  • I can't find where Colonist Types are specced-out (in C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization Beyond Earth\assets\DLC\Expansion1\Gameplay - right?).

Other things I wanted to port to RT include JFD's revised PAC. JFD gave them a cool mechanic where they get free gears for building certain tile improvements - if you gave them that in the new diplomatic capital system (a rising bonus, synergistic with a rising bonus to worker speed) that would be cool. But this would need extensive dinking with the revised .lua file as well as with the personality trait code. The .lua would need to read the value of new variable which was set by the PAC personality-trait perl from the game database, right? - I actually don't know how to do that.

Best,
Sam
 
Now I'm completely confused.

Why does this mod:
http://forums.civfanatics.com/showthread.php?t=557636&highlight=rising+tide+loadout

work at all?

The tables he's editing don't seem to exist in the RT .xml files - do you need to do something special to update/mod them?

C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Civilizations
still has the old files, does RT default to those?
 
You need to enable logging in the conflig.ini file before you'll get error logs, just like in Civ V.


Now I'm completely confused.

Why does this mod:
http://forums.civfanatics.com/showthread.php?t=557636&highlight=rising+tide+loadout

work at all?

The tables he's editing don't seem to exist in the RT .xml files - do you need to do something special to update/mod them?

C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Civilizations
still has the old files, does RT default to those?

The RT files are used in addition to the vanilla BE files, not instead of them. All those tables still exist and can be updated in exactly the same way as any table.

The game loads data into it's tables in sequence, first all the table entries from the vanilla files, then all the table entries from the DLC files (replacing or changing the previously loaded values where neccesary), then table entries from any mods being used (again, replacing or changing values loaded from vanilla and DLC files).

This is why you couldn't find any Colonist Types in the DLC folder. RT doesn't add any additional colonist types, so the only place they're defined is in the vanilla files.
 
Ah, thanks! Knew I was forgetting something.

Code:
		<Update>
			<Set Cost="190" NumTradeRoutes="1"/>
			<Where Type="BUILDING_LEV_PLANT"/>
		</Update>

No longer works. Is it no-longer possible to give extra trade routes for buildings?

It's not like I'd build a lot of Lev Plants even for a bonus trade route.
 
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