Bibor
Doomsday Machine
As per title, passing warcarts don’t get the bonus.
It's because War-Cart is not registered to any TypeTag class that Alpine Training supports.
Here's the fix, tested.
INSERT OR IGNORE INTO TypeTags (Type, Tag) VALUES ('UNIT_SUMERIAN_WAR_CART', 'CLASS_HEAVY_CAVALRY');
In a mod.Okay, and where do I i insert that fix?![]()
Another way around it would be to attach CLASS_HEAVY_CHARIOT or CLASS_WAR_CART to ABILITY_ALPINE_TRAINING.It's because War-Cart is not registered to any TypeTag class that Alpine Training supports.
INSERT OR REPLACE INTO TypeTags
(Type, Tag)
VALUES ('ABILITY_ALPINE_TRAINING', 'CLASS_HEAVY_CHARIOT');
Also possible, even considered that option too, but I think Alpine training has all lines covered ok, so there is no need to add a new one.Another way around it would be to attach CLASS_HEAVY_CHARIOT or CLASS_WAR_CART to ABILITY_ALPINE_TRAINING.
Code:INSERT OR REPLACE INTO TypeTags (Type, Tag) VALUES ('ABILITY_ALPINE_TRAINING', 'CLASS_HEAVY_CHARIOT');
Except, by giving the War Cart the Heavy Cavalry tag, you'd make it vulnerable to Anti-Cav units & also less effective against cities. That takes away two of it's most powerful abilities. I think just attaching one of it's current tags to the ability would be much cleaner w/o adding unintentional effects.Also possible, even considered that option too, but I think Alpine training has all lines covered ok, so there is no need to add a new one.
I find rather those heavy chariot and war cart tags to be some some sort of weird exceptions. And since War Cart is clearly a heavy cavalry line, then it is more logical to add it there.
Nothing is wrong with your code. Without looking at your mod it's likely either you have some kind of error in your modinfo, or you need a LoadOrder for your UpdateDatabase action.
As far as implementing it in a save game, the only way it could possibly apply is if you add the code to another mod's file that was already loaded as part of that game's setup. Although, that method doesn't always work with every change, it's worth a shot. Otherwise, there's no way to add a new mod to the game's database for an existing save game.
<?xml version="1.0" encoding="utf-8"?>
<Mod id="1c17b4b4-f486-4cb1-9857-76e0732ce8fd" version="1">
<Properties>
<Name>Wart-Cart Matterhorn bonus</Name>
<Teaser>Matterhorn Natural Wonder bonus now correctly affects the Sumer War-Cart. Land combat units who move next to the Matterhorn</Teaser>
<Description>Matterhorn Natural Wonder bonus now correctly affects the Sumer War-Cart. Land combat units who move next to the Matterhorn ignore Hills for the rest of the game and gain +3 Strength Combat Strength when fighting in hills</Description>
<Authors>Ven</Authors>
<SpecialThanks>Infixo @civfanatics</SpecialThanks>
<CompatibleVersions>1.2,2.0</CompatibleVersions>
</Properties>
<InGameActions>
<UpdateDatabase id="Ven_Matterhorn_UpdateDatabase">
<Properties>
<LoadOrder>500</LoadOrder>
</Properties>
<File>GameData1.sql</File>
</UpdateDatabase>
</InGameActions>
<Files>
<File>GameData1.sql</File>
</Files>
</Mod>
I get the Anti-cavalry part but why would the Heavy Cavalry tag make War-carts less effective against cities?Except, by giving the War Cart the Heavy Cavalry tag, you'd make it vulnerable to Anti-Cav units & also less effective against cities. That takes away two of it's most powerful abilities. I think just attaching one of it's current tags to the ability would be much cleaner w/o adding unintentional effects.
Just as an aside, there's also the CLASS_LIGHT_CHARIOT that's not attached to the ability either.