A few points about Civ 5 modding that could be useful to old timers, like me, who are more familiar with Makefiles than IDEs. As far as I can tell, these points are not explicitly mentioned in current version of existing documents.
To run Civ5 with mods, after enabling the mods, start "Main Menu -> Mods -> Single Player" not "Main Menu -> Single Player"
Some mods require clicking the "Load Scenario" button found in the "Main Menu -> Mods -> Single Player -> Set Up Game -> Map Type" entry. If you click "Advanced Setup" in the "Set Up Game" menu, you won't be able to "Load Scenario".
ModBuddy is an IDE built upon Visual Studio 2010. As with writing an app in Visual Studio, to start writing a mod, you need to first start a project. For example, to tweak an existing mod, start a new project, then add the files from the existing mod into the project. Read Derek "Kael" Paxton's Modders Guide. Pay attention to Kael's discussion on specifying the "Actions" that actually load the files in your mod into Civ 5's SQL database. The "Actions" tab can be found under a project's "Properties".
Assuming your Civ 5 and ModBuddy are set up to use
C:\Users\<your userd id>\Documents\My Games\Sid Meier Civilization 5\
as the user data directory (<USERDATADIR>):
To test your mod, first "Build" it in ModBuddy. ModBuddy automatically "installs" your mod. For example, if your mod project is called "Mymod," ModBuddy will install it in "<USERDATADIR>\MODS\Mymod (v n)". Then when you "Browse Mods" in Civ 5, "Mymod" will show up as an installed mod, which you need to "Enable" by clicking on the enable button.
The (Firaxis) Tuner (part of the Civ5 SDK) is a "remote" debugger. To use it,
1. modify the file <USERDATADIR>\config.ini to set
EnableTuner = 1
2. start the Tuner (from the Civ5 SDK menu)
(it will say "Disconnected" at the bottom.)
3. start CivV, after awhile the Tuner should say "Connected"
and CivV states will start showing up.
You'll need to tell your network firewall to allow connection between the two processes over the local network.
Hope that's helpful to some.
To run Civ5 with mods, after enabling the mods, start "Main Menu -> Mods -> Single Player" not "Main Menu -> Single Player"
Some mods require clicking the "Load Scenario" button found in the "Main Menu -> Mods -> Single Player -> Set Up Game -> Map Type" entry. If you click "Advanced Setup" in the "Set Up Game" menu, you won't be able to "Load Scenario".
ModBuddy is an IDE built upon Visual Studio 2010. As with writing an app in Visual Studio, to start writing a mod, you need to first start a project. For example, to tweak an existing mod, start a new project, then add the files from the existing mod into the project. Read Derek "Kael" Paxton's Modders Guide. Pay attention to Kael's discussion on specifying the "Actions" that actually load the files in your mod into Civ 5's SQL database. The "Actions" tab can be found under a project's "Properties".
Assuming your Civ 5 and ModBuddy are set up to use
C:\Users\<your userd id>\Documents\My Games\Sid Meier Civilization 5\
as the user data directory (<USERDATADIR>):
To test your mod, first "Build" it in ModBuddy. ModBuddy automatically "installs" your mod. For example, if your mod project is called "Mymod," ModBuddy will install it in "<USERDATADIR>\MODS\Mymod (v n)". Then when you "Browse Mods" in Civ 5, "Mymod" will show up as an installed mod, which you need to "Enable" by clicking on the enable button.
The (Firaxis) Tuner (part of the Civ5 SDK) is a "remote" debugger. To use it,
1. modify the file <USERDATADIR>\config.ini to set
EnableTuner = 1
2. start the Tuner (from the Civ5 SDK menu)
(it will say "Disconnected" at the bottom.)
3. start CivV, after awhile the Tuner should say "Connected"
and CivV states will start showing up.
You'll need to tell your network firewall to allow connection between the two processes over the local network.
Hope that's helpful to some.