New level up city structures code question - Solved

The code should be adding a new building, very common for testing purposes to the level up options of a fortress.  It is not showing up as an option.

 

<AbilityBonusOption InternalName="UnlockPsionicTrainingAcademy">
<DisplayName>Psionic Training Academy</DisplayName>
<Description>Unlock the mental forces latent in your race. All units trained here will have the psionic bolt trait, allowing them to attack the minds of their enemies.</Description>
<Icon>K_Oracle_Thumb_01.png</Icon>
<GameModifier>
<ModType>City</ModType>
<Attribute>UnlockImprovement</Attribute>
<BoolVal1>1</BoolVal1>
<StrVal>PsionicTrainingAcademy</StrVal>
</GameModifier>
<HideWhenUpgraded>0</HideWhenUpgraded>
<Likelihood>10000</Likelihood>
<RarityDisplay>Rare</RarityDisplay>
<RequiredLevel>3</RequiredLevel>
<Prereq>
<Type>AbilityBonusOption</Type>
<Target>City</Target>
<Attribute>UnlockFortress</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

 

 

 

 

 

And later, under improvements,

<ImprovementType InternalName="PsionicTrainingAcademy">
<DisplayName>Psionic Training Academy</DisplayName>
<Description>Units trained in this city posess the ability to attack their enemies psionicly</Description>
<RequiresCity>1</RequiresCity>
<RequiresForceUnlock>1</RequiresForceUnlock>
<BarredTerrain>River</BarredTerrain>
<BarredTerrain>SwampTerrain</BarredTerrain>
<PreferredTerrain>City</PreferredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<RequiresCityImprovement>1</RequiresCityImprovement>
<RequiredImprovement>Fortress</RequiredImprovement>
<LaborToBuild>0</LaborToBuild>
<GameModifier>
<ModType>CityTrainingBonus</ModType>
<Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
<StrVal>PsionicBoltAbility</StrVal>
<Provides>Trained units can utilize the psionic blast ability</Provides>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
<AITag>CommandPost</AITag>
</AIData>
<ArtDef>Art_Watchtower</ArtDef>
</ImprovementType>

4,800 views 6 replies
Reply #1 Top

*shoots all the trouble*...

Sorry I had to :)

Did you remove one of the other buildings, or set so the city will have more than 3 options per levelup?

Edit: Found it here in the "ElementalDefs.xml"
To be honest, I can't tell if the code is correct or not, not too experienced with that, but I did notice this one item last time I looked through the definitions.

Sincerely
~ Kongdej, Troubleshooter

Reply #2 Top

no, I want it to show up as a random option, kinda like level up traits for heroes.   The idea is that this would be a rare option for an upgrade, once I change the chance of it showing up to 25 or so.

Reply #3 Top

Quoting emmagine, reply 2
no, I want it to show up as a random option.   The idea is that this would be a rare option for an upgrade, once I change the chance of it showing up to 25 or so.
End of emmagine's quote

Arh, sorry, also just noticed your high likelihood (first glance just told me you had it ;)).

Just my first though, re-edited my first post a few times though, because I didn't feel like I said it all at first, and had to correct it... (but you responded rather quickly :))

Edit: Also, looks like a perfect copy/paste of the Underforge (my ability of reference), so myself is at a loss. sorry

Sincerely
~ Kongdej

Reply #4 Top

No worries.  I did use your advice for further trouble shooting, when I delete one of the other options from the list, it only gives me two level up choices.  So it is not showing up at all.

Reply #5 Top

Solved it.   I somehow missed the tag  <AbilityBonus InternalName="CityLevel_UnlockLevel3">

Thanks for your help,  you got my mind working on a more reasonable track :)

Reply #6 Top

Quoting emmagine, reply 6
Thanks for your help, you got my mind working on a more reasonable track
End of emmagine's quote

Oh great... Now I am working to make my own mind work... at all... ;)

Sincerely
~ Kongdej