[New Feature] InGame Editor+ for VP

You never reached Medieval era since you jumped ahead.
 
When you decrease your culture it doesn't decrease a total amount of culture accumulated for the purposes of tourism. So, for example, if you want to get a boost to win a culture mission from a City-State, and then decrease it back the next turn, it will not decrease the total amout ever gained, so you can't "uncheat" it.

And considering there is no Player.SetJONSCultureEverGenerated, only Player.GetJONSCultureEverGenerated, and the increment to total culture is probably hardcoded in Player.SetJONSCulture, I guess it is not that easy to fix and would require some dll work. So the easiest way is to use CheatEngine. I am posting this just to let people know it is a thing.

How I found it:
I had a situation where my opponent probably used a Great Writer before the turn the quest ended, so he overtook me by a huge unknown margin (as I was leading the turn prior), and after a couple of reloads I had to give myself 10k culture instead of just a few hundreds (I assumed it was a few hundreds because my opponent's base Culture was higher, but I had a Golden Age for most of the quest, which ended 2-3 turns before quest ended), after which at the next turn I noticed a couple of random notifications about how the culture of other civs became less influential over mine, after which I investigated. I actually don't know if the AI did it on purpose or not, if the AI is trained to do so then I wouldn't cheat in such cases, so if anybody knows please tell me.

Actually, writing this made me realise you can try to get a little more culture by switching all you cities to Culture Process, so there would be no need to cheat. For some reason I never thought about this simple tactic, maybe because I memorized from vanilla Civ5 that you can't do anything to get a little more culture, as there was no Culture Process. And in VP I used it only in late game during Golden Ages (which is +20% culture AND +20% production) to get stupid amounts of culture very quickly (which, I now realise, can be used not only to unlock more Policies, but also to defend against someone's Tourism win, which is a very cool tactic).

A lot of realisations from my first comment on a forum, haha:lol:

P.S.: Also, does anybody know what JONS mean?
 
Last edited:
When you decrease your culture it doesn't decrease a total amount of culture accumulated for the purposes of tourism. So, for example, if you want to get a boost to win a culture mission from a City-State, and then decrease it back the next turn, it will not decrease the total amout ever gained, so you can't "uncheat" it.

And considering there is no Player.SetJONSCultureEverGenerated, only Player.GetJONSCultureEverGenerated, and the increment to total culture is probably hardcoded in Player.SetJONSCulture, I guess it is not that easy to fix and would require some dll work. So the easiest way is to use CheatEngine. I am posting this just to let people know it is a thing.
Thank you for your information. If it's something that's tied in the DLL, then I can't do anything about it since I am no DLL modder.

P.S.: Also, does anybody know what JONS mean?
It's the Lead Designer of Civ 5, Jon Shafer.
 
Unfortunately it seems compatibility with this was broken with 4.17. An update would be much appreciated.
 
Replace IGE_API_Terrain.lua with this for some improvement effects to not hit asserts in the current version, and work in the next version.
 

Attachments

Thank you guys for the patch files! Putting both IGE_API_Data from axatin and IGE_API_Terrain from azum4roll allows IGE to function for Vox Populi v.17.
 
Last edited:
Replace IGE_API_Terrain.lua with this for some improvement effects to not hit asserts in the current version, and work in the next version.
Now i had this error:
Civilization5\MODS\170c8ed1-b516-4fe2-b571-befeac39d220 (v 46)\IGE_Utils.lua:70: bad argument #2 to ‘ConvertTextKey’ (Argument must be .)
Anyone know how to solve this?
 
You probably have incompatible mods that have a unit/building/etc. without a Description set.
 
It's weird because the function seems to have a way to deal with nil entries 🤔

Screenshot_2.png
 
Nil text keys, yes. It doesn't handle the case where the parameters can be nil (it accepts string or number only).
 
I've now identified the problem, but I don't know how to fix it, i.e. what could I change in the entry. :)
 

Attachments

  • My Games Sid Meier's Civilization 5 InGame Editor+.png
    My Games Sid Meier's Civilization 5 InGame Editor+.png
    54.4 KB · Views: 15
hello folks, would anyone happen to know why this mod might not correctly compile with MPMPM? I am endeavoring to create an MP modpack which includes IGE so I can move settlers around at the beginning of games so teammates can start next to each other. Key note: I would only play shared cloud folder hotseat with my friend, so there would be no risk of multiplayer desyncs or any such issues. After some digging online, I was able to find other MPMPM modpacks that did include IGE successfully (with v39), and I tried them out myself and they worked flawlessly, so I know it is possible somehow. When I try with this one though, although it does end up in the MPMPM modpack that is generated, it does not show up in game or the LUA logs. Neither Ctrl+i nor Ctrl+alt+i bring it up, which makes me think its not just the button not appearing, but the whole IGE mod not loading whatsoever. I know some of you guys have worked with civ 5 modding for years, and I'm really out of luck here. If anybody could give me any possible insight on this, i'd be eternally grateful. I know this IGE version has EUI compatibility built in, and furthermore, when I play this version with all my other mods just enabled in the actual mod screen in-game, everything runs perfectly, so I don't think there is any mod conflicts, just something up with the MPMPM process. Thank you so much for reading, if anybody has any possible insight once again I'd be super grateful.
 
Hey everyone, I just wanted to give a quick update. I managed to figure it out with some light lua work. I loaded this version of IGE into an MPMPM alone just fine, so I knew it wasn't this mod. When I tried it with the community patch mod however, it didn't load. That is because as a MPMP your mods are not seen in the game as mods, so any lines of code that look for other mods and try to process their lua hooks don't work as there is no such associated mod ID or something along those lines, as that mod never was technically initialized from the mods menu. The community patch mod includes an "Overrides" folder that has an "InGame.lua" file that does exactly that. The InGame.lua file that sits at the root of your modpack is instantly overwritten by the one that resides in CommunityPatch/overrides/InGame.lua. So I just went into that overrides InGame.lua and added the line...

ContextPtr:LoadNewContext("IGE_Loader")

... at the very bottom. This forces the game to look for another file named "IGE_Loader", which in our case is fulfilled by the lua file in the Mods section of our MPMP, which allows it to load successfully. I'm going to try to add on all my other mods now too and see how it goes.
 
Back
Top Bottom