I'm trying to make a building but i don't know what i'm doing wrong

YingYangYolo

Chieftain
Joined
Sep 19, 2016
Messages
15
I'm trying to make a building that acts similar to a university in how it makes a certain terrain give a certain yield, in this case i'm trying to make a garden replacement that makes forest and jungle give you culture, This is how it looks currently:

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Buildings>
    <Row>
      <Type>BUILDING_NTURE_RESERVE</Type>
      <Description>TXT_KEY_BUILDING_NTURE_RESERVE</Description>
      <Civilopedia>TXT_KEY_CIV5_BUILDINGS_NTURE_RESERVE_TEXT</Civilopedia>
      <Strategy>TXT_KEY_BUILDING_NTURE_RESERVE_STRATEGY</Strategy>
      <Help></Help>
		<ThemingBonusHelp></ThemingBonusHelp>
		<Quote></Quote>
		<GoldMaintenance>1</GoldMaintenance>
		<MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
		<TeamShare>0</TeamShare>
		<Water>0</Water>
		<River>0</River>
		<FreshWater>0</FreshWater>
		<Mountain>0</Mountain>
		<NearbyMountainRequired>0</NearbyMountainRequired>
		<Hill>0</Hill>
		<Flat>0</Flat>
		<FoundsReligion>0</FoundsReligion>
		<IsReligious>0</IsReligious>
		<BorderObstacle>0</BorderObstacle>
		<PlayerBorderObstacle>0</PlayerBorderObstacle>
		<Capital>0</Capital>
		<GoldenAge>0</GoldenAge>
		<MapCentering>0</MapCentering>
		<NeverCapture>0</NeverCapture>
		<NukeImmune>0</NukeImmune>
		<AllowsWaterRoutes>0</AllowsWaterRoutes>
		<ExtraLuxuries>0</ExtraLuxuries>
		<DiplomaticVoting>0</DiplomaticVoting>
		<AffectSpiesNow>0</AffectSpiesNow>
		<NullifyInfluenceModifier>0</NullifyInfluenceModifier>
		<Cost>120</Cost>
		<FaithCost>0</FaithCost>
		<LeagueCost>0</LeagueCost>
		<UnlockedByBelief>0</UnlockedByBelief>
		<UnlockedByLeague>0</UnlockedByLeague>
		<HolyCity>0</HolyCity>
		<NumCityCostMod>0</NumCityCostMod>
		<HurryCostModifier>25</HurryCostModifier>
		<MinAreaSize>-1</MinAreaSize>
		<ConquestProb>66</ConquestProb>
		<CitiesPrereq>0</CitiesPrereq>
		<LevelPrereq>0</LevelPrereq>
		<CultureRateModifier>0</CultureRateModifier>
		<GlobalCultureRateModifier>0</GlobalCultureRateModifier>
		<GreatPeopleRateModifier>25</GreatPeopleRateModifier>
		<GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
		<GreatGeneralRateModifier>0</GreatGeneralRateModifier>
		<GreatPersonExpendGold>0</GreatPersonExpendGold>
		<GoldenAgeModifier>0</GoldenAgeModifier>
		<UnitUpgradeCostMod>0</UnitUpgradeCostMod>
		<Experience>0</Experience>
		<GlobalExperience>0</GlobalExperience>
		<FoodKept>0</FoodKept>
		<Airlift>0</Airlift>
		<AirModifier>0</AirModifier>
		<NukeModifier>0</NukeModifier>
		<NukeExplosionRand>0</NukeExplosionRand>
		<HealRateChange>0</HealRateChange>
		<Happiness>0</Happiness>
		<UnmoddedHappiness>0</UnmoddedHappiness>
		<UnhappinessModifier>0</UnhappinessModifier>
		<HappinessPerCity>0</HappinessPerCity>
		<HappinessPerXPolicies>0</HappinessPerXPolicies>
		<CityCountUnhappinessMod>0</CityCountUnhappinessMod>
		<NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
		<WorkerSpeedModifier>0</WorkerSpeedModifier>
		<MilitaryProductionModifier>0</MilitaryProductionModifier>
		<SpaceProductionModifier>0</SpaceProductionModifier>
		<GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
		<BuildingProductionModifier>0</BuildingProductionModifier>
		<WonderProductionModifier>0</WonderProductionModifier>
		<CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
		<CapturePlunderModifier>0</CapturePlunderModifier>
		<PolicyCostModifier>0</PolicyCostModifier>
		<PlotCultureCostModifier>0</PlotCultureCostModifier>
		<GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
		<PlotBuyCostModifier>0</PlotBuyCostModifier>
		<GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
		<GlobalPopulationChange>0</GlobalPopulationChange>
		<TechShare>0</TechShare>
		<FreeTechs>0</FreeTechs>
		<FreePolicies>0</FreePolicies>
		<FreeGreatPeople>0</FreeGreatPeople>
		<MedianTechPercentChange>0</MedianTechPercentChange>
		<Gold>0</Gold>
		<AllowsRangeStrike>0</AllowsRangeStrike>
		<Espionage>0</Espionage>
		<AllowsFoodTradeRoutes>0</AllowsFoodTradeRoutes>
		<AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
		<Defense>0</Defense>
		<ExtraCityHitPoints>0</ExtraCityHitPoints>
		<GlobalDefenseMod>0</GlobalDefenseMod>
		<MinorFriendshipChange>0</MinorFriendshipChange>
		<VictoryPoints>0</VictoryPoints>
		<ExtraMissionarySpreads>0</ExtraMissionarySpreads>
		<ReligiousPressureModifier>0</ReligiousPressureModifier>
		<EspionageModifier>0</EspionageModifier>
		<GlobalEspionageModifier>0</GlobalEspionageModifier>
		<ExtraSpies>0</ExtraSpies>
		<SpyRankChange>0</SpyRankChange>
		<InstantSpyRankChange>0</InstantSpyRankChange>
		<TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
		<TradeRouteTargetBonus>0</TradeRouteTargetBonus>
		<NumTradeRouteBonus>0</NumTradeRouteBonus>
		<LandmarksTourismPercent>0</LandmarksTourismPercent>
		<InstantMilitaryIncrease>0</InstantMilitaryIncrease>
		<GreatWorksTourismModifier>0</GreatWorksTourismModifier>
		<XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
		<TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
		<TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
		<TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
		<TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
		<CityStateTradeRouteProductionModifier>0</CityStateTradeRouteProductionModifier>
		<GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
		<BuildingClass>BUILDINGCLASS_GARDEN</BuildingClass>
		<ArtDefineTag>ART_DEF_BUILDING_GARDEN</ArtDefineTag>
		<NearbyTerrainRequired></NearbyTerrainRequired>
		<ProhibitedCityTerrain></ProhibitedCityTerrain>
		<VictoryPrereq></VictoryPrereq>
		<FreeStartEra></FreeStartEra>
		<MaxStartEra></MaxStartEra>
		<ObsoleteTech></ObsoleteTech>
		<EnhancedYieldTech></EnhancedYieldTech>
		<TechEnhancedTourism>0</TechEnhancedTourism>
		<FreeBuilding></FreeBuilding>
		<FreeBuildingThisCity></FreeBuildingThisCity>
		<FreePromotion></FreePromotion>
		<TrainedFreePromotion></TrainedFreePromotion>
		<FreePromotionRemoved></FreePromotionRemoved>
		<ReplacementBuildingClass></ReplacementBuildingClass>
		<PrereqTech>TECH_THEOLOGY</PrereqTech>
		<PolicyBranchType></PolicyBranchType>
		<SpecialistType></SpecialistType>
		<SpecialistCount>0</SpecialistCount>
		<GreatWorkSlotType></GreatWorkSlotType>
		<FreeGreatWork></FreeGreatWork>
		<GreatWorkCount>0</GreatWorkCount>
		<SpecialistExtraCulture>0</SpecialistExtraCulture>
		<GreatPeopleRateChange>0</GreatPeopleRateChange>
		<ExtraLeagueVotes>0</ExtraLeagueVotes>
		<CityWall>0</CityWall>
		<DisplayPosition>0</DisplayPosition>
		<PortraitIndex>24</PortraitIndex>
		<WonderSplashImage></WonderSplashImage>
		<WonderSplashAnchor>R,T</WonderSplashAnchor>
		<WonderSplashAudio></WonderSplashAudio>
		<IconAtlas>BW_ATLAS_1</IconAtlas>
		<ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
		<ArtInfoEraVariation>0</ArtInfoEraVariation>
		<ArtInfoRandomVariation>0</ArtInfoRandomVariation>
	</Row>
  </Buildings>

  <!-- Building_AreaYieldModifiers -->
  <!-- Building_BuildingClassHappiness -->
  <!-- Building_BuildingClassYieldChanges -->
  <!-- Building_FreeUnits -->
  <!-- Building_DomainFreeExperiences -->
  <!-- Building_DomainFreeExperiencePerGreatWork -->
  <!-- Building_DomainProductionModifiers -->
  <!-- Building_FreeSpecialistCounts -->
	<Building_Flavors>
		<Row>
			<BuildingType>BUILDING_NATURE_RESERVE</BuildingType>
			<FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
			<Flavor>30</Flavor>
		</Row>
	</Building_Flavors>
  <!-- Building_GlobalYieldModifiers -->
  <!-- Building_HurryModifiers -->
  <!-- Building_LocalResourceAnds -->
  <!-- Building_LocalResourceOrs -->
  <!-- Building_LockedBuildingClasses -->
  <!-- Building_PrereqBuildingClasses -->
  <!-- Building_ResourceQuantity -->
  <!-- Building_ResourceQuantityRequirements -->
  <!-- Building_ResourceYieldModifiers -->
  <!-- Building_ResourceCultureChanges -->
  <!-- Building_ResourceFaithChanges -->
  <!-- Building_RiverPlotYieldChanges -->
  <!-- Building_SeaPlotYieldChanges -->
  <!-- Building_LakePlotYieldChanges -->
  <!-- Building_SeaResourceYieldChanges -->
  <!-- Building_ResourceYieldChanges -->
  <!-- Building_FeatureYieldChanges -->
	<Building_FeatureYieldChanges>
		<Row>
			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<YieldType>YIELD_CULTURE</YieldType>
		</Row>
		<Row>
			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
			<FeatureType>FEATURE_JUNGLE</FeatureType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
	</Building_FeatureYieldChanges>
  <!-- Building_TerrainYieldChanges -->
  <!-- Building_SpecialistYieldChanges -->
  <!-- Building_UnitCombatFreeExperiences -->
  <!-- Building_UnitCombatProductionModifiers -->
  <!-- Building_TechAndPrereqs -->
  <!-- Building_YieldChangesPerPop -->
  <!-- Building_YieldChangesPerReligion -->
  <!-- Building_TechEnhancedYieldChanges -->
  <!-- Building_YieldModifiers -->
  <!-- Building_ThemingBonuses -->

  <Language_en_US>
    <Row Tag="TXT_KEY_BUILDING_NTURE_RESERVE">
      <Text>Nature reserve</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_BUILDINGS_NTURE_RESERVE_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_NTURE_RESERVE_STRATEGY">
      <Text>Nature reserve explanation</Text>
    </Row>
  </Language_en_US>
</GameData>

I tried just copy pasting from the univerity on this part (I copy pasted and changed it, tried to do both):
Code:
 	<Building_FeatureYieldChanges>
		<Row>
			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<YieldType>YIELD_CULTURE</YieldType>
		</Row>
		<Row>
			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
			<FeatureType>FEATURE_JUNGLE</FeatureType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
	</Building_FeatureYieldChanges>

Does anyone have any idea what i'm doing wrong?

(Sorry for the noob question, i'm really new to all this)
 
  1. You have a syntax error here. You have forgotten to give column <Yield> in the first row:
    Code:
    	<Building_FeatureYieldChanges>
    		<Row>
    			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
    			<FeatureType>FEATURE_FOREST</FeatureType>
    			<YieldType>YIELD_CULTURE</YieldType>
    			[color="red"]<Yield>1</Yield>[/color]
    		</Row>
    		<Row>
    			<BuildingType>BUILDING_UNIVERSITY</BuildingType>
    			<FeatureType>FEATURE_JUNGLE</FeatureType>
    			<YieldType>YIELD_CULTURE</YieldType>
    			<Yield>1</Yield>
    		</Row>
    	</Building_FeatureYieldChanges>
  2. You have a typo from copy/paste error in that the BuildingType does not match "BUILDING_NTURE_RESERVE" but is still referencing the University:
    Code:
    <Building_FeatureYieldChanges>
    	<Row>
    		<BuildingType>BUILDING_[color="red"]UNIVERSITY[/color]</BuildingType>
    		<FeatureType>FEATURE_FOREST</FeatureType>
    		<YieldType>YIELD_CULTURE</YieldType>
    		[color="red"]<Yield>1</Yield>[/color]
    	</Row>
    	<Row>
    		<BuildingType>BUILDING_[color="red"]UNIVERSITY[/color]</BuildingType>
    		<FeatureType>FEATURE_JUNGLE</FeatureType>
    		<YieldType>YIELD_CULTURE</YieldType>
    		<Yield>1</Yield>
    	</Row>
    </Building_FeatureYieldChanges>
 
Well now i feel like a moron, i thought i corrected that but apparently it didn't save, thank you so much!

Also i just noticed i called the building "NTURE" instead of "NATURE"... now i just feel bad
 
While we are on the subject, you know what i'm doing wrong here also, I'm trying to make a unique unit, i can see the unit in the civpedia and all that info but i cant actually build it

Code:
<GameData>
  <Units>
    <Row>
      <Type>UNIT_BLOWDART_RANGER</Type>
      <Description>TXT_KEY_UNIT_BLOWDART_RANGER</Description>
      <Civilopedia>TXT_KEY_CIV5_BLOWDART_RANGER_TEXT</Civilopedia>
      <Strategy>TXT_KEY_UNIT_BLOWDART_RANGER_STRATEGY</Strategy>
      <Help></Help>
		<Requirements></Requirements>
		<Combat>4</Combat>
		<RangedCombat>6</RangedCombat>
		<Cost>30</Cost>
		<FaithCost>50</FaithCost>
		<RequiresFaithPurchaseEnabled>1</RequiresFaithPurchaseEnabled>
		<PurchaseOnly>0</PurchaseOnly>
		<MoveAfterPurchase>0</MoveAfterPurchase>
		<Moves>3</Moves>
		<Immobile>0</Immobile>
		<Range>1</Range>
		<BaseSightRange>2</BaseSightRange>
		<Class>UNITCLASS_ARCHER</Class>
		<Special></Special>
		<Capture></Capture>
		<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
		<Domain>DOMAIN_LAND</Domain>
		<CivilianAttackPriority></CivilianAttackPriority>
		<DefaultUnitAI>UNITAI_RANGED</DefaultUnitAI>
		<Food>0</Food>
		<NoBadGoodies>0</NoBadGoodies>
		<RivalTerritory>0</RivalTerritory>
		<MilitarySupport>1</MilitarySupport>
		<MilitaryProduction>1</MilitaryProduction>
		<Pillage>1</Pillage>
		<PillagePrereqTech></PillagePrereqTech>
		<Found>0</Found>
		<FoundAbroad>0</FoundAbroad>
		<CultureBombRadius>0</CultureBombRadius>
		<GoldenAgeTurns>0</GoldenAgeTurns>
		<FreePolicies>0</FreePolicies>
		<OneShotTourism>0</OneShotTourism>
		<OneShotTourismPercentOthers>0</OneShotTourismPercentOthers>
		<IgnoreBuildingDefense>0</IgnoreBuildingDefense>
		<PrereqResources>0</PrereqResources>
		<Mechanized>0</Mechanized>
		<Suicide>0</Suicide>
		<CaptureWhileEmbarked>0</CaptureWhileEmbarked>
		<PrereqTech>TECH_AGRICULTURE</PrereqTech>
		<ObsoleteTech>TECH_EDUCATION</ObsoleteTech>
		<GoodyHutUpgradeUnitClass>UNITCLASS_COMPOSITE_BOWMAN</GoodyHutUpgradeUnitClass>
		<HurryCostModifier>0</HurryCostModifier>
		<AdvancedStartCost>15</AdvancedStartCost>
		<MinAreaSize>-1</MinAreaSize>
		<AirInterceptRange>0</AirInterceptRange>
		<AirUnitCap>0</AirUnitCap>
		<NukeDamageLevel>-1</NukeDamageLevel>
		<WorkRate>0</WorkRate>
		<NumFreeTechs>0</NumFreeTechs>
		<BaseBeakersTurnsToCount>0</BaseBeakersTurnsToCount>
		<BaseCultureTurnsToCount>0</BaseCultureTurnsToCount>
		<RushBuilding>0</RushBuilding>
		<BaseHurry>0</BaseHurry>
		<HurryMultiplier>0</HurryMultiplier>
		<BaseGold>0</BaseGold>
		<NumGoldPerEra>0</NumGoldPerEra>
		<SpreadReligion>0</SpreadReligion>
		<RemoveHeresy>0</RemoveHeresy>
		<ReligionSpreads>0</ReligionSpreads>
		<ReligiousStrength>0</ReligiousStrength>
		<FoundReligion>0</FoundReligion>
		<RequiresEnhancedReligion>0</RequiresEnhancedReligion>
		<ProhibitsSpread>0</ProhibitsSpread>
		<CanBuyCityState>0</CanBuyCityState>
		<CombatLimit>100</CombatLimit>
		<RangeAttackOnlyInDomain>0</RangeAttackOnlyInDomain>
		<RangeAttackIgnoreLOS>0</RangeAttackIgnoreLOS>
		<Trade>0</Trade>
		<NumExoticGoods>0</NumExoticGoods>
		<PolicyType></PolicyType>
		<RangedCombatLimit>0</RangedCombatLimit>
		<XPValueAttack>3</XPValueAttack>
		<XPValueDefense>3</XPValueDefense>
		<SpecialCargo></SpecialCargo>
		<DomainCargo></DomainCargo>
		<Conscription>0</Conscription>
		<ExtraMaintenanceCost>0</ExtraMaintenanceCost>
		<NoMaintenance>0</NoMaintenance>
		<Unhappiness>0</Unhappiness>
		<UnitArtInfo>ART_DEF_UNIT_ARCHER</UnitArtInfo>
		<UnitArtInfoCulturalVariation>0</UnitArtInfoCulturalVariation>
		<UnitArtInfoEraVariation>0</UnitArtInfoEraVariation>
		<ProjectPrereq></ProjectPrereq>
		<SpaceshipProject></SpaceshipProject>
		<LeaderPromotion></LeaderPromotion>
		<LeaderExperience>0</LeaderExperience>
		<DontShowYields>0</DontShowYields>
		<ShowInPedia>1</ShowInPedia>
		<MoveRate>BIPED</MoveRate>
		<UnitFlagIconOffset>6</UnitFlagIconOffset>
		<PortraitIndex>6</PortraitIndex>
		<IconAtlas>UNIT_ATLAS_1</IconAtlas>
		<UnitFlagAtlas>UNIT_FLAG_ATLAS</UnitFlagAtlas>
	</Row>
  </Units>

  <Unit_AITypes>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <UnitAIType>UNITAI_ATTACK</UnitAIType>
    </Row>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <UnitAIType>UNITAI_DEFENSE</UnitAIType>
    </Row>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <UnitAIType>UNITAI_EXPLORE</UnitAIType>
    </Row>
  </Unit_AITypes>
  <!-- Unit_Buildings -->
  <!-- Unit_BuildingClassRequireds -->
  <!-- Unit_ProductionModifierBuildings -->
  <!-- Unit_Builds -->
  <Unit_Flavors>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <FlavorType>FLAVOR_OFFENSE</FlavorType>
      <Flavor>7</Flavor>
    </Row>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <FlavorType>FLAVOR_DEFENSE</FlavorType>
      <Flavor>4</Flavor>
    </Row>
  </Unit_Flavors>
  <!-- Unit_GreatPersons -->
  <!-- Unit_ResourceQuantityRequirements -->
  <!-- Unit_UniqueNames -->
  <!-- Unit_NotAITypes -->
  <!-- Unit_ProductionTraits -->
  <!-- Unit_TechTypes -->
  <!-- UnitPromotions_CivilianUnitType -->
  <UnitGameplay2DScripts>
    <Row>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
      <SelectionSound>AS2D_SELECT_ARCHER</SelectionSound>
      <FirstSelectionSound>AS2D_BIRTH_ARCHER</FirstSelectionSound>
    </Row>
  </UnitGameplay2DScripts>

  <Language_en_US>
    <Row Tag="TXT_KEY_UNIT_BLOWDART_RANGER">
      <Text>Blowdart ranger</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_BLOWDART_RANGER_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_UNIT_BLOWDART_RANGER_STRATEGY">
      <Text>Blowdart ranger description</Text>
    </Row>
    <Row Tag="TXT_KEY_UNIT_HELP_BLOWDART_RANGER">
      <Text>Blowdart ranger explanation</Text>
    </Row>
  </Language_en_US>
</GameData>

This is the code for the unit and this is what i have in the civilization.xml:

Code:
  <Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_CENDIAN_PEOPLE</CivilizationType>
       <UnitClassType>UNITCLASS_SCOUT</UnitClassType>
      <UnitType>UNIT_BLOWDART_RANGER</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>

Any idea what it could be?
 
  1. These do not match:
    • Unit-Class you have assigned the unit to:
      Code:
      <Class>[color="red"]UNITCLASS_ARCHER[/color]</Class>
    • Unit-Class override:
      Code:
      <Civilization_UnitClassOverrides>
      	<Row>
      		<CivilizationType>CIVILIZATION_CENDIAN_PEOPLE</CivilizationType>
      		<UnitClassType>[color="red"]UNITCLASS_SCOUT[/color]</UnitClassType>
      		<UnitType>UNIT_BLOWDART_RANGER</UnitType>
      	</Row>
      </Civilization_UnitClassOverrides>
 
Thanks! You're a lifesaver, and sorry for bothering with such noob questions, but it all works now!
 
Top Bottom