Lawrencelot
Chieftain
- Joined
- Oct 15, 2016
- Messages
- 13
I'm trying modding for the first time by adding an improvement. Many things were copied from the farm improvement, so the only thing that depends on the tech tree is this file:
Yet when I try the mod, the tech tree is completely messed up. I got the following error three times:
[18678.467] Runtime Error: Assets\DLC\Expansion2\UI\InGame\TechTree\TechButtonInclude.lua:637: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
I'm only using XML. Any ideas?
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 4/14/2017 12:18:34 PM -->
<GameData>
<!-- TODO: Insert table creation example here. -->
<Builds>
<Row>
<Type>BUILD_FARMINGVILLAGE</Type>
<PrereqTech>TECH_POTTERY</PrereqTech>
<ImprovementType>IMPROVEMENT_FARMINGVILLAGE</ImprovementType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<OrderPriority>98</OrderPriority>
<Kill>true</Kill>
<IconIndex>56</IconIndex>
<IconAtlas>UNIT_ACTION_ATLAS</IconAtlas>
</Row>
</Builds>
<BuildFeatures>
<Row>
<BuildType>BUILD_FARMINGVILLAGE</BuildType>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_MINING</PrereqTech>
<Time>400</Time>
<Production>20</Production>
<Remove>true</Remove>
</Row>
<Row>
<BuildType>BUILD_FARMINGVILLAGE</BuildType>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<Time>700</Time>
<Remove>true</Remove>
</Row>
<Row>
<BuildType>BUILD_FARMINGVILLAGE</BuildType>
<FeatureType>FEATURE_MARSH</FeatureType>
<PrereqTech>TECH_MASONRY</PrereqTech>
<Time>600</Time>
<Remove>true</Remove>
</Row>
</BuildFeatures>
</GameData>
Yet when I try the mod, the tech tree is completely messed up. I got the following error three times:
[18678.467] Runtime Error: Assets\DLC\Expansion2\UI\InGame\TechTree\TechButtonInclude.lua:637: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
I'm only using XML. Any ideas?