tucoow
Chieftain
Sorry I have to post another thread before previous question gets answer. 
My units worked fine before modular; but their dependency to a world wonder "drop down" to another one after I made them modular.
Here's my folder structure(here use one unit MULCARN as example; I have other similar units like GAINT SPIDER, DRIFA etc
)
the unit Mulcarn: a "world unit", requires meditation and resource Gold, requires a world wonder "the Stag Hide":
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Shen Hua World\Assets\modules\ShenHua\Mulcarn\
Mulcarn_CIV4ArtDefinesSchema.xml
Mulcarn_CIV4UnitSchema.xml
MULCARN_CIV4ArtDefines_Unit.xml
MULCARN_CIV4UnitInfos.xml
MULCARN_CIV4UnitClassInfos.xml
and other MULCARN art files of course
the world wonder "Stag Hide"(3 allowed, because I want other CIVs have counterpart units to compete): require meditation:
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Shen Hua World\Assets\modules\ShenHua\Stag Hide\
Stag Hide_CIV4ArtDefinesSchema.xml
Stag Hide_CIV4BuildingsSchema.xml
Stag Hide_CIV4BuildingInfos.xml
Stag Hide_CIV4ArtDefines_Building.xml
Stag Hide_CIV4BuildingClassInfos.xml
and other Stag Hide art files
In the game I found that Mulcarn (and GAINT SPIDER, DRIFA etc) requires Angkor Wat rather than Stag Hide. They worked fine when I build them in CustomAssets(not modular).
I wonder whether the space between "Stag" and "Hide" can do harm?
Any one can help? Thanks.

My units worked fine before modular; but their dependency to a world wonder "drop down" to another one after I made them modular.
Here's my folder structure(here use one unit MULCARN as example; I have other similar units like GAINT SPIDER, DRIFA etc

the unit Mulcarn: a "world unit", requires meditation and resource Gold, requires a world wonder "the Stag Hide":
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Shen Hua World\Assets\modules\ShenHua\Mulcarn\
Mulcarn_CIV4ArtDefinesSchema.xml
Mulcarn_CIV4UnitSchema.xml
MULCARN_CIV4ArtDefines_Unit.xml
MULCARN_CIV4UnitInfos.xml
Code:
<Civ4UnitInfos xmlns="x-schema:Mulcarn_CIV4UnitSchema.xml">
<UnitInfos>
<UnitInfo>
<Class>UNITCLASS_MULCARN</Class>
<Type>UNIT_MULCARN</Type>
...
<PrereqBuilding>BUILDINGCLASS_STAG_HIDE</PrereqBuilding>
<PrereqTech>TECH_MEDITATION</PrereqTech>
...
and other MULCARN art files of course
the world wonder "Stag Hide"(3 allowed, because I want other CIVs have counterpart units to compete): require meditation:
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Shen Hua World\Assets\modules\ShenHua\Stag Hide\
Stag Hide_CIV4ArtDefinesSchema.xml
Stag Hide_CIV4BuildingsSchema.xml
Stag Hide_CIV4BuildingInfos.xml
Code:
<Civ4BuildingInfos xmlns="x-schema:Stag Hide_CIV4BuildingsSchema.xml">
<BuildingInfos>
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_STAG_HIDE</BuildingClass>
<Type>BUILDING_STAG_HIDE</Type>
...
<PrereqTech>TECH_MEDITATION</PrereqTech>
...
Stag Hide_CIV4BuildingClassInfos.xml
and other Stag Hide art files
In the game I found that Mulcarn (and GAINT SPIDER, DRIFA etc) requires Angkor Wat rather than Stag Hide. They worked fine when I build them in CustomAssets(not modular).
I wonder whether the space between "Stag" and "Hide" can do harm?
Any one can help? Thanks.