Ingame Editor

Is my Goverment Buildings mod still causing issues with IGE?

I have removed the original GB mod from the browser a few days ago, now that I've got Civ5 back on my PC, so it should just be the "Updated (V4)" that's available, in case the wrong version was being downloaded still etc.

Working on an updated version over the next so long and wondering if any issues might be to do with the Great Diplomat part of it...
 
Hello Daviiadams. :)

I didn't test your mod recently but the original bug (from september 2011) has been circumvented the day I found it and is no longer a problem since then. Did you hear about an incompatibility recently? New units should not be a problem for IGE, that cute beast can adapt itself to any new content.

Typically, the incompatibilities come from malformed data on mods. I just have to make IGE check them and ignore the bugged entries.
 
Version 20 has been released.

Bugfixes
* Fixed a mod compatibilty problem (for mods with spelling mistakes on the improvements.xml file).
* Fixed a bug with the "unexplore"/"foggy" command on the terrain panel.
* Repaired the label and tooltip of the "reveal all" button on the player panel.

Features
* Added an "uneplore all" button on the player panel.
* Changed the warnings sent to FireTuner for modders.
 
I cannot upload v20 to the ingame browser at the moment. Gamespy, which hosts mods for the Firaxis, seems to currently suffer a bug since anytime I try to upload v20 I receive this very helpful and significant message: "FieldNotFound". Or it could be they updated their service and civ5 is no longer compatible.

Anyway, v20 is only available from CivFanatics at the moment, thank you for your understanding.


@Sputttnik
Thank you, I've been glad to help. :)
 
When it starts to play nice i download it again...
I tried downlading it from the civfantics downloading page...
I placed the download in the Civ5 mod and unzipped it from there...
Played with the celtics mod.
When i clicked on the IGE...
multiple Afician icons and cities icons then a space and then another city and warrior icons.
 

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I didn't have v19 enabled. I disabled 20 and enabled 19 and i still got that...i was thik it might be another mod causing trouble.
 
Hi DonQuiche,

I got something strange and I think this is related to your fantastic mod.
Ramses has proposed me a research agreement in which I would have to provide him with aluminium. That was in about 300 AC and electricity was still far from being discovered. I think IGE triggered something when I opened it at the beginning of the game. This not really an important issue as I just declined and kept going.
I haven't thought of accepting to see what would happen (I have no save game for that). I guess something like a -1 for Al.
By the way, I am using IGE v13. I will update for next games.
 
Hello zwx, and thank you for the report.

However, I strongly doubt that IGE could have cause that, it just doesn't seem possible to have a bug causing this kind of things. Besides, the only popup IGE may display are either an error report (couldn't complete initialization) or the "save/reload" confirmation prompt.

Of course, it could happen if you explicitly provided "electricity" to a civilization. Otherwise, it cannot be IGE, you need to look at another mod.
 
I am not sure I have been clear. This happened during a normal transaction that has not been triggered by IGE but by Civ.
My idea was that somehow IGE "revealed" the resource to the IA thus creating a need.
But as I have no idea how mods work, I trust your word. And as I wrote earlier this is not an issue for me.

Thank you for your mod and as I read earlier for your quick answers.
 
Thanks for the clarification but I actually understood you correctly the first time. :)

Actually, the civ5 API (the set of levers, pumps and wheels that mods can use to interact with the program) does not even contain a function to make civ5 aware of a resource without knowing the related tech so it should not be possible. However, it could be a side-effect, likely a bug, of something else and I see four candidates:
* The function to change a resource quantity, but it is used by IGE anytime you add/change/remove a resource, so I think we would have seen this bug already. There is a edge case where a luxury resource is replaced by a strategic resource but, even that, I already did it in some of my games.
* Some bug when a tile's owner change but it is used by IGE anytime you modify a tile (to circumvent a civ5 bug). So, if there was some side-effect, we would already definitely know it.
* The function to add free resources (add resources to your resource pool without adding a physical resource on a tile) but IGE does not use it.
* The functions to setup trade agreements but IGE does not use them.

So, yeah, I think it is very unlikely to come from IGE. If you actually use a mod that rely on the latter functions, they could be candidates. Or a buggy trainer.

Now, I cannot be 100% sure. Because the civ5 API is only partially documented and quite messy sometimes, with nasty hidden bugs and side-effects waiting around the corner. But, right now, I don't see anything that could cause it and I don't have any trail to investigate, I would need reproduction steps. Do you happen to remember what you did through IGE, i.e. what you changed ? If you only opened IGE and did not change anything, then it is safe to say that IGE is not the culprit.

Finally, aside of mods and trainers, it could also just be an instable memory, an electrical defect, or some electrons jumping from one transistor to another because of quantum effects (it happens a few times a year on every computer but is typically harmless): all of that can cause a 1 to become a 0 or vice-versa and cause a bug that will never appear again. This is the wonder land of "bugs we have no clue about them".
 
Well, I trust I have not tempered with aluminium as a resource nor with science. I mostly changed some land. I will try to be more specific if it ever happens again and maybe have a look at the logs (LUA file if I'm right).
 
Hi. An impressive mod - well done.

I tried running v20 on the Mac version of Civ5, and it works well, as you would expect.

However, when I first loaded it I still had Putmalk's Ancient World mod installed. I started a default game (with Alexander), and IGE threw an error. "line: 127: attempt to index local 'building' (a nil value)".

I couldn't find any other reference to this problem in your thread, so I thought you might be interested. It's no big deal for me, as I don't play the game - I had been checking that mod out for a Mac user previously, and it was still enabled.
 
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