Ingame Editor

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.

I must agree on this. I was sure CCTP was bugging this, but now:crazyeye:
Every trade i will made with this 1 aluminium will be cut the next turn. But only if i dont have the tech to trade aluminium.
 
@AlanH
Thank you very much for the report. :)

I have not been able to reproduce the bug with the latest versions of Putmalk's Ancient World (with and without DLC) but, with the line number you provided, I've been able to spot one more hole in IGE's armor against mods with invalid data (mods with spelling mistakes, again), related to buildings that improves lakes. As a result, I just uploaded a 20.0.1 on CivFanatics that includes that fix. Let's hope Firaxis will fix the upload service for the Ingame Browser someday...



@Gilgamesch
The only thing I can say, again, is that I doubt it comes from IGE, although I could be wrong. Anyway, without reproduction steps, there is no way I can investigate this since it would be a civ5 bug.
 
Wow, this is incredible, much love! One thing I can't seem to figure out how to do, mess with 'free' buildings. Example, I produce The Great Library and that city gets a Library (Free). With Ingame Editor that is not the same thing as a Library. Also, if you are with Chinese Empire you get Paper Maker (Free). So, if you want to cheat (not me, noooooo......) :shifty: and give yourself a Paper Maker (Free) instead of a Library (Free) I didn't see how / where I could do that. But thanks again, this mod is really stellar!
 
Hello Jyrinx and welcome here. :)

So, indeed, when you build (regularly or through IGE) a Great Library, you gain a fake library (paper make for China) that won't appear in IGE's building list but will appear in the game's buildings list. No bug here, everything is fine.

Now, there is no API to control those fake buildings. So I cannot force the game to grant you a fake paper maker if you don't play as China. And I cannot either force the game to grant you any fake building, this can only be done through wonders.

However, once you gained a fake library/paper maker through the Great Library, I think you can use IGE to add both a real library and a real paper maker. There would be three library-class buildings in the same city.
 
Thanks Don! I ended up going into the civilizations xml file and figured out how to mess with the specialty buildings, so I can assign them to whomever I want. I know NOTHING about modding in Civ, but I found <FreeBuildingThisCity>BUILDINGCLASS_LIBRARY</FreeBuildingThisCity>
in Buildings.xml and so I can add free buildings to other wonders, or even other buildings. But I'm guessing I shouldn't mess with the XMLs. I'm checking out the mod guide by Derek "Kael" Paxton, if there's a better one for someone new to civ modding, but knows XML C# & SQL please let me know!

But I have to thank you thank you for IGE. My world builder has issues, and this mod has saved my sanity!
 
Unfortunately, I do not think this is going to be that straightforward because FreeBuildingThisCity expects a reference to a building class, not a building type. For example, BUILDING_PAPER_MAKER and BUILDING_LIBRARY are two distinct types of the BUILDINGCLASS_LIBRARY class. This is how civ5 handles civ-specific units and buildings: you can declare one override per civilization for each building and unit class.

Now, as long as you do a backup you can afford to mess up with the regular XML files. But if you prefer the mod route, I suggest you start with Kael's modder guide for an introduction. Then you can use the officiel wiki to find the reference documentation for the LUA API and the XML tables.

Anyway, good luck with that. :)
 
Hi again Don, I'm sorry to bug you again but did you have any trouble with alpha not working with custom graphics? If not, what type .dds did you save as (DXT3? DXT5? other?) Also did you need to define alpha values? I'm following the Modder's Guide to Civ and got everything working but the icon alpha. I posted in the modding section, but I didn't really see a spot for people to ask questions so I posted in the main thread... not sure if that will help me. I also didn't see a spot to send you a message so I don't clog your forum, saw none, so I sent a friend invitation. Do you know anything about <AlphaIconAtlas>CIV_ALPHA_ATLAS</AlphaIconAtlas> ? Know anyone who does?
 
@Malidros
Thank you, I hope you won't stumble on any bug, though. ;)

@Jynnx
Ah! Those damn textures, they gave me headaches! So, yes, I use DXT3 with mipmapping enabled. Both Paint.Net and the Photoshop plugin from NVidia are compatible.
However, in the end, contrary to what I initially suspected, my problems did not come from the DDS encoding:
  • Use power-of-two sizes (32, 64, 128, 256, etc...). Otherwise, users with low-end graphic cards or buggy drivers may not see them (sometimes: civ5 is inconsistent on this topic). Width and height do not have to be equal, it can be 64*256, 16*512, etc.
  • Make sure you checked "Import into VFS" for every texture.
  • You need to completely restart civ5 anytime you make changes to the textures.
  • Always specify the folder they are in. For example "art/mytexture.dds". Both "/" and "\" seems to work although you need to be careful in LUA to double the antislash ("\\") but not in XML.
  • I am not sure but you may need to put them in a "art" folder. Totally not sure.
  • 9x9 styles are buggy with some edge cases (9x9 styles are buttons and others created from a texture splitted in 9: 4 corners, 4 sides, 1 center, but you probably know them if you are familiar with html), always test first with the vanilla 9x9 styles.

Good luck, it drove me mad when I started IGE.
PS: another good thing to know: do not have lua files named such as "prefix.lua" and "prefixesuffix.lua", trying to importer the latter one will import the former one. Yeah, civ5 is buggy...

EDIT: Sorry, I don't know about the AlphaIconAtlas. I always used ARGB textures and the alpha was naturally supported, I didn't have to do anything special. But the alpha channel may actually be used in some places to change the color of units depending on the civilization. It's just a guess: I am familiar with a good chunk of the XML data and the LUA API but I never tried to create a unit with a custom art for example.
 
OMG!!!!!!!! WOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!! Paint.net was the solution!!!!!!!!! hahahahaha!!!! THANK YOUUUUU!!!!!!!! You're the best!!!! (Tried Photoshop w/ plugin, gimp, and the compressonator, so I thought it was my code lols)
 
Regarding the plugin, you may have done something wrong. I always used ATI cards and the dds plugin always worked for me. But Paint.net is really an awesome software if you don't have the money for Photoshop or the time to learn how to master it. And it's a FOSS. :)
 
Great Mod... I've noticed I've been having issues trying to load other mods with yours. For example, I can run multiple mods when I start a new game (including IGE). For some reason when I run them all in a saved game, yours does not want to work while the other mods do...
 
Hello Pro2A.

Actually, I guess the problem was different: contrary to most mods, IGE does not affect savegames. That is, you can start a game with IGE, save it, leave the game and reload your save without IGE. However, it also means that, if you want to resume a saved game with IGE, you need to first go the mods menu and ensure IGE is enabled before you load it. So I guess you actually tried to reload a savegame whithout IGE being re-enabled in the mods menu. Does it seem possible to you?
 
Hello Pro2A.

Actually, I guess the problem was different: contrary to most mods, IGE does not affect savegames. That is, you can start a game with IGE, save it, leave the game and reload your save without IGE. However, it also means that, if you want to resume a saved game with IGE, you need to first go the mods menu and ensure IGE is enabled before you load it. So I guess you actually tried to reload a savegame whithout IGE being re-enabled in the mods menu. Does it seem possible to you?

I don't think that is it. When I go into the mods menu, if I only check IGE, it works for both new and saved games. When I select other mods in conjunction with IGE it ceases to work with saved games. When I have IGE and other mods selected it only works in new games. With saved games, other mods work fine, but IGE doesn't.

All this is are games started from the mods menu. I have checked and rechecked... the only way IGE works in saved games (for me at least) is when it is the sole mod selected. Once other mods are selected in addition with IGE in saved games, IGE ceases to function. The only way I am able to use IGE and other mods is if I start new. Once I load a saved game, IGE stops. I hope this clarifies it more.

Thanks again.
 
Hmmm, that's strange. I cannot try to reproduce the bug right now because Steam is down (cannot connect). Meanwhile, could you please answer some questions please ?
* Was the IGE label on the top right absent?
* Did you see any error message?
* Can you think about one mod in particular that would cause this bug?

Now, unless it's an incompatibility with one mod, I am afraid it could be hard to fix, it smells like a civ5 bug. I wonder if other users also experienced it.
 
Hmmm, that's strange. I cannot try to reproduce the bug right now because Steam is down (cannot connect). Meanwhile, could you please answer some questions please ?
* Was the IGE label on the top right absent?
* Did you see any error message?
* Can you think about one mod in particular that would cause this bug?

Now, unless it's an incompatibility with one mod, I am afraid it could be hard to fix, it smells like a civ5 bug. I wonder if other users also experienced it.

-The IGE label was absent in saved games only with other mods on. Without other mods, IGE loaded fine in saved games.
-There was no error message. The game loaded fine, as did the other two mods. Just not IGE. Mind you this is just saved games. All mods (including IGE) work fine when I start a new game.
- It seems as if any mod I have selected causes this. The two I like to use are the following. They are the only two I have on. Once I turn them off IGE loads fine in a saved game. Once I turn them on, IGE wont work.
Link 1 / Link 2

Also I've tried just turning on one mod at a time in addition to IGE instead of two... same issue. It seems to be other mods in general.
 
Thank you very much for the clarifications, I have been able to reproduce the problem and understand what happens. Actually, it's not an IGE-specific problem.

So, here is what happens: when I try to load a game with IGE and the two other mods you mention, no mod is loaded. I guess it is because they do affect savegames and therefore civ5 refuse to load them with a game started without those mods. And instead of just disabling the troublesome mods, civ5 disables all of them. Indeed, when I try to load a savegame created with those two mods (and with or without IGE), the game loads fine with all mods enabled, including IGE.

No mysterious bug, it is as simple as that. :lol:

But I have to thank none the less: a user would have reported it sooner or later but *you* were kind enough to provide all the details I needed to understand the problem and not leave me with an uncomfortable doubt about a possible uncanny bug. I really appreciate that. ;)


EDIT: Woot! I finally managed to upload v20.0.1 (as v20) on the ingame mods browser!
 
Thank you very much for the clarifications, I have been able to reproduce the problem and understand what happens. Actually, it's not an IGE-specific problem.

So, here is what happens: when I try to load a game with IGE and the two other mods you mention, no mod is loaded. I guess it is because they do affect savegames and therefore civ5 refuse to load them with a game started without those mods. And instead of just disabling the troublesome mods, civ5 disables all of them. Indeed, when I try to load a savegame created with those two mods (and with or without IGE), the game loads fine with all mods enabled, including IGE.

No mysterious bug, it is as simple as that. :lol:

But I have to thank none the less: a user would have reported it sooner or later but *you* were kind enough to provide all the details I needed to understand the problem and not leave me with an uncomfortable doubt about a possible uncanny bug. I really appreciate that. ;)


EDIT: Woot! I finally managed to upload v20.0.1 (as v20) on the ingame mods browser!

Something's still wrong with the ModBrowser - as your upload shows INVALID URL where there would normally be the download button - and clicking on the mod seems to hang the system.
 
Doh! And damn! Thank you for the warning but, unfortunately, I cannot fix it! Now anytime I try to access the UI to manage my mods then ModBuddy crashes. It has been a week since this damn service was broken and prevented us to upload, I thought I suddenly got a favorable window but now it is even worst.

So, seems like I will have to let this broken version of IGE until Firaxis finally fix things up... Great... Where is the button to DoW them anyway ?! :mad:
 
Doh! And damn! Thank you for the warning but, unfortunately, I cannot fix it! Now anytime I try to access the UI to manage my mods then ModBuddy crashes. It has been a week since this damn service was broken and prevented us to upload, I thought I suddenly got a favorable window but now it is even worst.

So, seems like I will have to let this broken version of IGE until Firaxis finally fix things up... Great... Where is the button to DoW them anyway ?! :mad:

It's frustrating for sure. :crazyeye: If you make the upload private does it remove it from the list?

EDIT: Just read your other post about it crashing when you attempt to log in now - I guess if you upload right now and attempt to log in this is what happens, as I can still log in successfully, (without having tried to upload).
 
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