Ingame Editor

Thanks. ;)

Small update: Gilgamesh previously reported that "hurry production" did not work with projects and requested that I add projects to the buildings' list. I just investigated those both topics and, unfortunately, none of that is possible, civ5 does not offer API for that.

Oh sorry to hear that, but i thank you very much for the try and the fast update for G&K.
Anyway i still have to wait till Friday to play this expansion. :wallbash:
Keep up your good work, we all love this mod.
 
Better than never, I added the feature requested by Seek three months ago, to add an option to hide resources icons on the map when you don't know their revealing tech.

PS: Still hungry for feedback regarding the v24 compatibility (does it work ?!) with Gods and Kings, and the "faith editor" feature in v25.1. ;)
 
I've played the 24 so far. i may have couple mods that isn't playing nice with the game but otherwise (disabled infoaddict)...the Faith people popping up near the citys; that do not give the options to intruduce the religion unless using the "Religion from the city that has that religion." the Holy Sites are working. So being if it pops out of no where its not going respond. As produced from the city that has the religion to it.
 
Thank you very much for that feedback, Mars. :)

the Faith people popping up near the citys; that do not give the options to intruduce the religion unless using the "Religion from the city that has that religion."
You mean that inquisitors and missionaries are bound to a specific religion in the game (like in civ4 where you had one type of missionary per religion: rabbis, priests, etc)? And those who are created by IGE automatically are assigned the closest city's religion?

So being if it pops out of no where its not going respond.
If a unit is created far from any nearby city, the game crashes?
 
Damn! I was more and more thinking to buy G&K given the number of features I want IGE to support but Firaxis set up stupid national restrictions so I can't buy it before friday anway. I tell you, it's more than due time we eradicate all the marketing people across the world.

Well, back to the topic. I would like to add an editable list of the religions within a city. For that I need two things:
* How religions are declared in XML files? One sample (one religion) should be enough. The file name is probably something as puzzling as "religions.xml".
* The GetReligionTooltip function (probably defined in InfoToolTipInclude.lua) should give me the API names I need.

As a bonus, if someone knows how to get the exported functions names from a dll (with dll export viewer for example), I would love to know all the new names that contain the words "faith" or "religion" in the new dll. ;)

If only Firaxis could have provided the API listings for G&K...
 
I encountered a few problems when using G&K, V 24.

Great Prophets don't have any religion set to them when they spawn, no matter where they spawn.

Missionaries for religions work the same way. They don't have a religion set to them when they are spawned using the IGE.

If I may suggest a solution, make an adaptable list of all religions in the game. Then when the person using the IGE spawns a Great Prophet or Missionary (Or their equivalents), a small popup will ask what religion in game they should spawn as. But make it so they can have no required religion, so that the first Great Prophet doesn't get stuck in an empty menu.




That's pretty much all I noticed though. I gave the mod a thorough testing with all the structures, technologies, seat swapping, unit spawning, ect. I played two games as Byzantium, duel size map, and one massive map. Tried everything I could think of modifying with the IGE that changed from original CIV5.

Everything else about the mod now appears wonderfully compatible! I congratulate and thank you for coming out with the G&K IGE so quickly after it's release.:goodjob:


Now, if only all the other mods for CIV5 would change for the expansion so quickly... So many of my wonder and building mods are stuck in structural Purgatory because the technology needed to build them changed.
 
Great Prophets don't have any religion set to them when they spawn, no matter where they spawn.

Missionaries for religions work the same way. They don't have a religion set to them when they are spawned using the IGE.
Thank you for clarifying that point. Unfortunately I am going to need informations to know how to assign a religion to a unit. More details at the bottom.

If I may suggest a solution, make an adaptable list of all religions in the game. Then when the person using the IGE spawns a Great Prophet or Missionary (Or their equivalents), a small popup will ask what religion in game they should spawn as. But make it so they can have no required religion, so that the first Great Prophet doesn't get stuck in an empty menu.
It sounds tiresome for the user to have a message box popup everytime. The best way to me is rather to add one entry per religion, i.e. display "missionary (christianism)", "missionary (islam)", rather than a single "missionary" entry with a combo/popup.

That's pretty much all I noticed though. I gave the mod a thorough testing with all the structures, technologies, seat swapping, unit spawning, ect. I played two games as Byzantium, duel size map, and one massive map. Tried everything I could think of modifying with the IGE that changed from original CIV5.

Everything else about the mod now appears wonderfully compatible! I congratulate and thank you for coming out with the G&K IGE so quickly after it's release.:goodjob:
Thank you very much for that thorough testing, I really appreciate that effort! :D

Now, if only all the other mods for CIV5 would change for the expansion so quickly... So many of my wonder and building mods are stuck in structural Purgatory because the technology needed to build them changed.
Yep. Many of the mod authors are no longer active, some of them cannot buy the xpac yet because of the national restrictions, and some others will need a lot of time. I am lucky enough to be able to afford that time today and in the days to come.



@Everyone
Infos request to fix the missionary problem.
* Use the v25.2 provided below.
* Enable the lua logging (see first post) or use Firetuner
* Create *one* missionary with IGE. You will notice the game hangs on for about one second.
* Close Civ5 and give me the long lua.log here (as an attachment or as plain text within [ spoiler ] ... [ /spoiler ] markups - remove the whitespaces).

I also need:
* One XML definition sample from the religions.xml file (I guess it's how it's named)
* The XML definition of the missionary (in units.xml)
* The GetReligionTooltip function (probably in InfoToolTipInclude.lua).
* All those files can be opened in any text editor like notepad and if you can't figure out what I want, you will probably do once you see the file.


Once I get all of that it should be fixed within one or two hours.

Still waiting for feedback on the faith editor added on v25.1: does it work?
 

Attachments

I also need:
* One XML definition sample from the religions.xml file (I guess it's how it's named)
* The XML definition of the missionary (in units.xml)
* The GetReligionTooltip function (probably in InfoToolTipInclude.lua).
* All those files can be opened in any text editor like notepad and if you can't figure out what I want, you will probably do once you see the file.

Once I get all of that it should be fixed within one or two hours.

Here are the complete Gameplay and Units files from the expansion.:)

[Link deleted]
 
Just want to say I'm waiting on getting God's and Kings until I can use the Ingame Editor.
No pressure on you DonQuiche :p
 
@Seek
Well, thank you, I am speechless. I am not totally sure it is legal (but probably not less than my little requests) but it will considerably simplify things up. ;)

@Neo Morpheus
Well, I would have actually preferred if you had buy it and help me debug that thing out. :p.
 
@Seek
Somehow, most of lua files are missing. I guess they are under a directory named "UI", not "Lua", as in vanilla civ5. ;)
So, somehow, if you could... :D

PS : Maybe you should mention those files won't allow anyone to play the expansion and are only useful for modders.
 
Infos request to fix the missionary problem.
* Use the v25.2 provided below.
* Enable the lua logging (see first post) or use Firetuner
* Create *one* missionary with IGE. You will notice the game hangs on for about one second.
* Close Civ5 and give me the long lua.log here (as an attachment or as plain text within [ spoiler ] ... [ /spoiler ] markups - remove the whitespaces).

Attached as file. Hope it is sufficient.
 

Attachments

Thank you very much for that feedback, Mars. :)


You mean that inquisitors and missionaries are bound to a specific religion in the game (like in civ4 where you had one type of missionary per religion: rabbis, priests, etc)? And those who are created by IGE automatically are assigned the closest city's religion?


If a unit is created far from any nearby city, the game crashes?
the crashing is in result of 1 or 2 mods not in great fan of GaK. That is my guess.
The missionaries, inquisisitors, and even the great priest is bound to that religion.
 
Just tested the Faith modifier in V25 as several different Civs. Works just fine with all the features relating to Faith. (Pantheon, great prophet, purchasing units, ect)
 
It sounds tiresome for the user to have a message box popup everytime. The best way to me is rather to add one entry per religion, i.e. display "missionary (christianism)", "missionary (islam)", rather than a single "missionary" entry with a combo/popup.

This might be a bad idea. See, in Gods and Kings, you can have different religions based on the same one.

In one of my matches, both the AI and I picked Judaism as the base religion. I renamed it, he didn't. I assume we both picked different traits.

So, any missionary created under "Judaism" would run into problems in my game, or in any other game where you have two players who make a religion based on a single one.
 
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