Ingame Editor

This is an amazing mod! Can you create a feature that allows you to increase happiness, like citizens, without having to build all the buildings that promote happiness?
 
Since the last patch.When you use the IGE, to generate rivers. Each corner of the hexagon got a blue marker (point).Its helpfully, i never see that before is this new?
 
Actually, I added this feature a couple of versions ago (v5 I think) but at this time I restricted it to connexions with oceans and lakes. Eventually, I was unhappy with that design and modified it a couple of versions later (v10 maybe) to display any connexion wihh any neighbor. :)
 
Actually, I added this feature a couple of versions ago (v5 I think) but at this time I restricted it to connexions with oceans and lakes. I was unhappy with that design and modified it a couple of versions later (v10 maybe) to display any connexion wihh any neighbor. :)

Wow that was fast.thx:D
I use IGE so long, and now i see it (with the patch).
Again playing with huge maps no problems at all to report.Great work:goodjob:
 
Again playing with huge maps no problems at all to report.Great work:goodjob:
Thank you, it's nice to hear. ;)
I wasn't even aware of the new patch, I am relieved to learn that it didn't break anything.

Wow that was fast.
Instance mail notifications rock! :cool:
 
Hi. I love this mod, it's so awesome!
However, I've noticed some compatibility issues with the Uomo Universalis mod.
When I click on the IGE logo, a dialog shows up saying:

In-game Editor (IGE) couldn't start. It may be because of an older version or because of another mod. Delete the older versions of IGE and delete every file in the 'cache' folder. If another addon is the cause, please report it on the CivFanatics' forums with the error below and I will fix that.
line:760: attempt to index field '?' (a nil value)

And so, here I am now. Can you help please? :3
 
Version 14 has been released.

Bugfixes
* Fixed a bug with mods declaring techs on the "-1" row that caused IGE to crash during load.



So this fixes the problem with Uomo Universalis. Only minor problem left: the techs tree is detected as non standard and, as a result, the techs panel will use the list-based fallback display instead of the nice tree layout. It's because of an inconsistency in the techs' prerequisites, I reported it on the Uomo Universalis mod.
 
Thank you so much! :D Now your mod is even more amazing.

I don't mind the tech list layout, I didn't really use the tree anyway :P
 
I'm glad to learn you enjoy it. :)

On a sidenote, I just discovered that someone made a Chinese localization (google translate), this is awesome. :D
I just specified the license to be GPL v3. I never bothered clarifying that before but it may be useful if some people want to modify or localize IGE. By the way, I will release a version that will ease the localization process. Someone also reported a layout problem with many civilizations on the Chinese thread, I will take care of it.
 

Attachments

  • IGE mess.GIF
    IGE mess.GIF
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Yeah, that was it... I feel like a moron! Thanks.;)
 
Version 15 has been released.
Localization is finally here.

Bugfixes
* Fixed a layout problem on the "active civilization selection" panel when the user has many, many civilizations & city states.

Localizations
* Following the work done by ねこちゃん on the Chinese version, I incorporated most of his changes and extended them to make IGE properly localizable.
* Along with that, I included his Chinese translation and I also created a French translation.
* As a result, IGE now has a partial localization on every client and a complete localization on English (fallback language), French and Chinese clients.
* Contributors for other languages are welcome! It takes only one hour of your time to make a translation.
:cool:



@Fr8Monkey
Don't worry, you're neither the first one nor the last one to do this mistake. ;)
 
Hi, This thing is incredibly helpful for testing out new mods and such. Saves me all kinds of time when I need to playtest through things and try to break others!

I have a problem though. When I click to start IGE I'm getting this error:

Line 129- Attempt to index local 'instance' (A nil value)

The in-game interface says to post it here, so here I am! ;)

Anyway, thanks again, this is a big help!
 
Hello Jagged1971 and thank you for the report.

My first guess is it's a conflict with a mod that modify techs with some edge cases. Do you use such a mod? If so, which one please? And could you test whether just enabling IGE and this mod causes the error, while IGE alone is fine?

If you can report that within the next two hours, I will be able to release a fixed version a couple of minutes later. :)
 
Version 16 has been released.

Bugfixes
* Fixed a bug related to hidden techs with the vanilla tech tree layout that prevented IGE to load.


@Jagged1971
This will fix the problem you encountered. :)
I managed to cheat a bit to force the problem to reproduce with another addon.
 
This is an amazing mod! Can you create a feature that allows you to increase happiness, like citizens, without having to build all the buildings that promote happiness?
Oops, just saw this one, sorry. Unfortunately, no, Civ5 does not allow a way to do this. Well, theoretically there is a way but it does not work (happiness is recomputed on the next turn, it forgets the extra happiness, then compute science & such without letting us re-add the extra happiness in between).
 
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