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#1 |
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King
Join Date: May 2011
Posts: 955
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Overview This mod provides an in-game editor for Civ5 to change the map on the fly or to serve as a cheating tool. It was inspired by the built-in Civ4 in-game world builder. The license is GPL v3. Notes and features
Localizations/translations
Compatibility
Civ5 bugs that cannot be fixed Do not be afraid by that list, IGE is perfectly fine for the vast majority of users. It's just it could be better without those bugs.
Frequently requested features that won't be done. Remember that mods can only modify civ5 through the API provided to modder by Firaxis.
Common problems and workarounds
Installation and launch Notes below are for PC only. Mac users should look at the FAQ for Civ5 on the Mac.
Credits
Download sources
Last edited by DonQuiche; Mar 06, 2013 at 04:38 AM. |
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#2 |
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King
Join Date: May 2011
Posts: 955
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Troubleshooting (before you report a bug)
Do you think you found a bug ? I will be glad to fix it but I need your help. First let's spot the cause of the problem. ![]() Do you use a legal and up-to-date version of the game ? Please do not report bugs if you play with modified or obsolete versions of the game. As much as you want to use this mod, trying to find ghost bugs will only make me lose my time. ![]() Flush cache and completely erase previous versions For many mods, previous versions tend to conflict with recent ones, even when they're not loaded. So a good habit in case of bugs is to delete the old version and flush the cache.
Test without any other mod Although IGE should be compatible with all mods, some of them may add unexpected, strange, or malformed data. Nothing I can't fix though, as long as you can identify the culprit.
Bug reporting The infos I need
Making a LUA log when needed
Thank you for taking the time to read this.
Last edited by DonQuiche; Jul 12, 2012 at 07:21 AM. |
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#3 |
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Emperor
Join Date: Jul 2009
Location: Madrid
Posts: 1,155
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Wow, nice work.
It's amazing how this or infoaddict are not by default ingame. Fans can do it and the company can't? Come on. |
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#4 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Lovely work. Can you check to see if an editor placed marble gives the wonder construction benefit to nearby cities?
I'll give full feedback when I have a chance to install |
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#5 |
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King
Join Date: May 2011
Posts: 955
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Hello and thank you for your comments.
Unfortunately, I am not in position to play Civ V right now. However, I think marble in general should be fine. Nevertheless, the game sometimes has troubles updating data related to resources, it can happen even in a regular game, without this mod, when a worker builds an improvement on a resource. If this kind of things ever happen, just remove the marble and add it again. PS : I discovered a couple of bugs, I will release a fix by tomorrow, along with a couple of enhancements. |
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#6 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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I was right in my thoughts on marble. The city does not recognize it as something that should be giving an effect to wonder construction. Perhaps reloads fix this, but as of now, nada. I will assume similar issues would occur with false mountains/rivers/etc
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#7 |
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King
Join Date: May 2011
Posts: 955
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Thank you for the report, Sneaks. I investigated it and determined that the game did not update correctly. Fortunately, I found a trick to fix it : anytime you change a plot, I remove the current ownership then restore it. This way the update process is correctly triggered by the game.
![]() Just for clarification : there is no "fake" resource/feature/etc. I use the very same functions than the map generators. The problems all lie in the fact that Civ5 does not correctly update itself and that there is no way to explicitly request it. New version with the fix should be available soon, both here and in the ingame mods browser, I will posr a changelog. |
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#8 |
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King
Join Date: May 2011
Posts: 955
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I just posted v3. I never mentioned v2 because it was a mere header change for the ingame mods browser.
Bugfixes: * The "none" resource now does its job. * In painting mode, the mouse button release is now correctly detected when the mouse is over the main panel. * Removing a lake now works. * The maritime natural wonders will now produce correct terrains and graphics. * Resources bonuses, especially the one given by marble to wonders building speed, are now always correctly detected by the game. * All options except rivers are now available from the painting mode. Changes: * You can now edit a hex's ownership and its artset (african, american, asian, european). * The river diagram now displays a blue spot for unconnected entry points from adjacent hexes'rivers. * Various UI changes : it is now a bit higher and use regular tabs. As a result, it is now more natural and it gives me room for future improvements (like units plopping and techs edition). I also dropped the flat/hills/mountains buttons that caused troubles for some color-blind people. |
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#9 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Seriously spectacular work! I will do some more bug hunting for v3
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#10 |
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King
Join Date: May 2011
Posts: 955
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Thank you very much, I will appreciate it.
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#11 |
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Prince
Join Date: Nov 2001
Posts: 330
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Nice work something this game really needed, thanx much for the effort and the sharing.
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#12 |
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Chieftain
Join Date: Jan 2010
Posts: 62
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Awesome job !!!!!!!!!!!!!!!
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#13 |
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Chieftain
Join Date: Aug 2011
Location: Winnipeg, MB, Canada
Posts: 1
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Great job on the mod, I really like it!
There's a bug where fishing boats are grayed out for fish (and possibly the other resources) and even legitimate improvements are grayed out. It's not really important (like that marble problem) but I figured I'd let you know anyways. |
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#14 |
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King
Join Date: May 2011
Posts: 955
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Thank you for the report, I will make sure to do a thorough check and fix those problems for the next version.
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#15 |
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Chieftain
Join Date: Aug 2011
Posts: 14
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An excellent feature! Thank you for making this.
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#16 |
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Chieftain
Join Date: Oct 2003
Posts: 37
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Theres a problem with the mod Civilization NIGHTS.
When i load both mods and discover a new technology, new buildings or wonders do not appear in the city building screen. EDIT : another problem is that the techs are doubled in the tech selection screen (the small window on the left) Also, i think its important to say that this mod is not savegame compatible. great work though! Last edited by ouyeah; Aug 27, 2011 at 04:22 AM. |
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#17 |
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King
Join Date: May 2011
Posts: 955
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Hello Ouyeah.
Thank you for the report but I am quite puzzled. I do not see how this mod could conflict with any other mod : it does not change any data, window or anything else. The only possibility I could think of would be a naming conflict but I took care of this by using a custom "IGE_" prefix. Or NIGHTS using very bad practices. Could you please double-check the problem and ensure my mod is reponsible of the conflict ? I am pretty sure it is not. Also, please, what do you mean by "not savegame compatible" ? As soon as you explicitly enabled Ingame Editor (IGE) in the "mods" menu, you can start or reload a savegame through the "mods" menu and the mod will be enabled. However, IGE does not change your savegames : you can start a game with IGE, then save, disable IGE and reload. |
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#18 |
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Chieftain
Join Date: Oct 2003
Posts: 37
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DonQuiche,
Thanks for quick answer. I knew something was wrong indeed. I deleted cache folder and the file inside ModUserData and everything went back to normal. thanks again for this useful mod. cheers! |
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#19 |
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Ahuizotl
Join Date: Jun 2011
Location: Sawaiki
Posts: 1,428
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I think you need to add a scrollbar or new tab, because not all civs will show up when trying to edit a tile's ownership.
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#20 |
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King
Join Date: May 2011
Posts: 955
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@Ouyeah
Thank you for the double check ! ![]() @CivOasis Thank you for the report. I thought the height would be fine but I did not test it on a huge map. Seems like I was wrong, doh. Anyway, I have to find a new layout to match those constrains : * One-click accessibility for 90% of things. * Compatibility with mods adding many new items (resources, etc). * Fix the bug you reported and add support for city-states ownership. * Unit spawning (how to order the units ?). |
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| cheats, in-game editor, ingame editor, map editor, world builder |
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