Inconsistant effect of data modding...

By the way, the tooltips are not hardcoded, I think they're all in GameInfos_Jon.
I managed to change the tooltip from the Honor branch to reflect my mod's new effect (of course, I also modded the actual effect).

Edit: I see what you mean now. Yes, they are hardcoded, but you can mod them as well so it's no biggie.
 
The catch seems to be localization. You can manually update tooltips each time you change data values, but then you'd have to translate any new text into other languages, which is a hassle. It'd be better to just have a localized string for each effect with plug-in-the-value spot that updates from the data files. Most of the game works like this... some things like the social tree seem to be exceptions.
 
The catch seems to be localization. You can manually update tooltips each time you change data values, but then you'd have to translate any new text into other languages, which is a hassle. It'd be better to just have a localized string for each effect with plug-in-the-value spot that updates from the data files. Most of the game works like this... some things like the social tree seem to be exceptions.

Yeah, that's lame. :/

My least favorite part of the decriptions though is when they are needlessly vague. Like, the Mughal Fort says it's worth gold after Flight is researched. Jeez, would it kill you to insert the number 3 into that sentence?
 
Hey Thalassicus, you gotta teach me how you get those nice formatting into your mods' descriptions on the Mod Browser ;) Are you using the same tags as used in the locale files, e.g. [NEWLINE], [COLOR_POSITIVE_TEXT] and the such? What about those nifty bullet points?
 
OK, I think I've managed to clear this up. At least now my mod is fully working for me, and I didn't change it to get it so. Yesterday when I first playtested my mod it annoyed me that the AI complained about me settling near them in the three games I played, before I even built a settler! I thought "I must have messed up some XML core files while skimming them in Notepad++".

And today it occurred to me that our problem might be not with our mods, but with our own installations of Civ. See, when we have changed anything in the core XMLs it is logical that Civ would see that and not apply any mods' actions on those particular files. Hence why we only get our mods partially working. So I deleted CiV and let Steam redownload and install. All my changes are working like a charm now. I'm inconceivably happy.

Oh, almost like windows - if it's slow and doing things wrong, restart it :D. I will try that but I'm pessimist since I don't remember modifying any core files there, maybe I could have tested a little thing or two and got them back, but - as you said - the game already flagged that file and now it's damned. I'll tell how things go here.

But that brings me a doubt, if they disable achievements when we have mods then they check all the core files for those "flagged ones" to automatically disable them (the achievs) if they were occasionally modified?
 
OK, I think I've managed to clear this up. At least now my mod is fully working for me, and I didn't change it to get it so. Yesterday when I first playtested my mod it annoyed me that the AI complained about me settling near them in the three games I played, before I even built a settler! I thought "I must have messed up some XML core files while skimming them in Notepad++".

And today it occurred to me that our problem might be not with our mods, but with our own installations of Civ. See, when we have changed anything in the core XMLs it is logical that Civ would see that and not apply any mods' actions on those particular files. Hence why we only get our mods partially working. So I deleted CiV and let Steam redownload and install. All my changes are working like a charm now. I'm inconceivably happy.
I'm trying to figure out myself some "minor XML tweaks" that aren't applying in the game, although they are really too simple to be misspelled. If I'm understanding right, you have modified some of the XML in the installation's directories ? That's why redownloading allow your mod to work ?
 
Yes, possibly that solved my problem.
Another possibility (that you should try first as it's much simpler than redownloading) is that ModBuddy doesn't like XML files added, and will only use the ones that were created inside it. That's also something I did while redownloading (pasted the content into ModBuddy created files), so either thing could have solved my problem, I'll never know which :)

After redownloading I recommend having any folders you may work with (Assets, UI) copied to somewhere else, and work only with that copy, to avoid messing up core files again.
 
Oooh yes, I prefered copy-pasting the files, instead of creating new ones and copying the contents like Kael tells to do in his guide... I didn't know that it could make a difference, I'll try that, thanks !
 
OK, I think I've managed to clear this up. At least now my mod is fully working for me, and I didn't change it to get it so. Yesterday when I first playtested my mod it annoyed me that the AI complained about me settling near them in the three games I played, before I even built a settler! I thought "I must have messed up some XML core files while skimming them in Notepad++".

And today it occurred to me that our problem might be not with our mods, but with our own installations of Civ. See, when we have changed anything in the core XMLs it is logical that Civ would see that and not apply any mods' actions on those particular files. Hence why we only get our mods partially working. So I deleted CiV and let Steam redownload and install. All my changes are working like a charm now. I'm inconceivably happy.

Are you sure just dumping the contents of $MY_DOCUMENTS\My Games\Sid Meier's Civilization 5\cache won't work?

It seems like the game caches a lot of values from the .XML files in sqlite database files.
 
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