Modding Problem [Custom Civ]

Luxius

Chieftain
Joined
Apr 5, 2015
Messages
12
I'm getting a problem with a mod doing nothing when active (the civilization mod shows as active in the mod list but then it doesn't show anywhere in the selection or advanced setup screen).

I already tried to see the log for erros but nothing appears there. Tried to correct any mistakes from the links from this thread without sucess.

If someone could help I would be grateful :)

 

Attachments

The Civilization not even showing in the selection menu is an indication there is a fatal code error in the file where the civilization and/or leader is defined.

This
Code:
  <Civilization_Leaders>
    <Row>
      <CivilizationType>CIVILIZATION_AIER</CivilizationType>
      <LeaderheadType>LEADER_LUXIUSL</LeaderheadType>
    </Row>
  </Civilization_Leaders>
Does not match with this, which is probably your fatal error:
Code:
<GameData>
  <Leaders>
    <Row>
      <Type>LEADER_LUXIUS</Type>

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There are two problems here with your library replacement building:
Code:
  <Building_YieldChangesPerPop>
    <Row>
      <BuildingType>BUILDING_ATHENEUM</BuildingType>
      <YieldType>YIELD_SCIENCE</YieldType>
      <Yield>50</Yield>
    </Row>
	<Row>
		  <BuildingType>BUILDING_ATHENEUM</BuildingType>
		  <YieldType>[color="red"]YIELD_RELIGION[/color]</YieldType>
		  <Yield>50</Yield>
	</Row>
  </Building_YieldChangesPerPop>

  1. There is no such yield as "YIELD_RELIGION". This would definitely spit an error into the Database.log files.
  2. Even if you use the correct yield (YIELD_FAITH) it still will not work because niether Faith nor Culture work in table <Building_YieldChangesPerPop>.

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Your unit is never assigned to a unit class so far as I can see, so your reference to the unit within
Code:
  <Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_AIER</CivilizationType>
      <UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
      <UnitType>UNIT_AIER_ARBITER</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>
will fail completely.

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Within your Traits file, you have this:
Code:
  <!-- Trait_UnimprovedFeatureYieldChanges -->
  <!-- Trait_NoTrain -->
	[color="red"]<TraitType>TRAIT_LONGEVITY</TraitType>[/color]

  <Language_en_US>
    <Row Tag="TXT_KEY_TRAIT_LONGEVITY">
      <Text>50% of the [ICON_FOOD] Food is carried over after a [ICON_CITZEN] Citzen is born.</Text>
    </Row>
    <Row Tag="TXT_KEY_TRAIT_LONGEVITY_SHORT">
      <Text>Longevity</Text>
    </Row>
  </Language_en_US>
The part shown in red is just dangling code not subsummed within a game-table, and will cause the file to be discarded because of a fatal syntax error.

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This is not correct:
Code:
<UpdateDatabase>Art/Leaderscene/Aier_Luxius_Scene.xml</UpdateDatabase>
You have it set for Import Intio VFS, which is correct. You do not need, nor want, "UpdateDatabase" for this file.

Your modinfo file shows art dds files, but I don't see them as part of your mod anywhere.
 
Thank you for helping :D

Made all the changes and now I got a new error (better than not showing): the leader selection screen is empty (all black) in the first and advanced setup.
 

Attachments

You've omitted this
Code:
<Description>TXT_KEY_LEADER_LUXIUS</Description>
in your leader's definition. This causes the lua program that grabs leader names and leader traits for the civilization selection menu to fail because it cannot find a name for a leader.
 
Thank you again, all problems fixed :D

Just a question. Is there a way to use
Code:
<FoodKept>X</FoodKept>
as a trait without making dummy buildings?
None that I can think of easily offhand
 
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