Ingame Editor

Hi I love this mod but one thing I would like to but can't work out if possible is wen I use another mod which prevents me going beyond a certain time eg classical only. But i want to choose a particular tech and only certain advantages for example allow machinery to be discovered but no longbows to keep the classical flavour. My thinking is this would allow me as the Romans to obtain faster road movement but not the AI but still stuck wiv composite bows. So in essence can techs be selected but not necessarily all the new units etc but mix and match. Hopefully someone follows my explanation
 
Hello. Unfortunately, none of those two requests can be done. Techs cannot be changed at runtime (once the game has started) and I think the ending era is set up through script by mods who use one, so I cannot prevent them to run.
 
Hi this is an excellent mod. I have tried it and within the parameters that you specify works beautifully. CONGRATULATIONS!

I have a problem that maybe you could help me fix. It is not part of your Mod. It is this maniacal penchant of all Civ people to have everything being mixed, for the sake of what they consider playability, with the result that we have no ability to really re-enact real historical events with a small chance of changes depending on map size.

Sirian after having made an excellent Assign work goes and spoils it by only allowing a mixed set of variable regions to the civilizations regional requirements from the Civ Starting Biases, without allowing another table to be drawn up and let Civs to start from terrain that influenced their Culture and way of life. eg All Desert regions do not eat pork, it is cultural and religious, but basically it's a necessity because it requires too much water. In areas where there is plenty of rain but small land availability, pork is a staple. etc. etc.

My wish was to place Civs in proper areas of development. This allows for instance to mod 2 moves for deserts, tundra and snow. Desert people get a desert promotion allowing them to discount this, Northerns Germans, Russians, Danes etc for Tundra. You get my drift. This is balanced by Coastal region Civs by cheaper and more powerful sea buildings etc. This would allow for real diversity and a real different game if playing different Civs.

I cannot do this, the nearest I think could be done, is start a game, and with your excellent Mod re-position the Civs where their capabilities match the terrains.

Is that possible with IGE? If so how?
 
Hello JA Lamb. :)

So, if I understand you correctly, you want to add new traits dynamically? Unfortunately, this cannot be done: traits have to be added before the game is started (*), and not dynamically (every trait is attached to a leader/civilization). What I suggest is that you learn how to create a mod: creating and assigning your own traits would be pretty simple to achieve and would not require any programming.

(*) Well, maybe we can now that the dll's source has been released but I am clearly not invested enough in civ5 for now to start exploring its guts. Besides this would cause a lot of problems since only one mod at a time can use a custom dll.
 
Hi DonQuiche,

First, thank you for the lightning reply.

Second, I'm not so green to even think about dynamic traits. My modding experience was from Civ4, and i'm quite conversant with modelling in the real world not to expect miracles.

The traits and promotions are comparatively simple. They're given to the Arabs, Egyptians and other people of the desert either as per Leader or Civ. Well enough, Now what good is that to the Egyptians when they have a Forest/Tundra start? or the Iroquis in the Sahara?

The mixing and pre-mixing disallows us "weekend" Modders to actually do some of the simpler things that after all is a pleasant passtime.

My question is whether there is a possibility that upon a map at the beginning, one could move the Arabs from a Tundra to a Desert for a new Start. It would have been actually simple. With the Starting biases, one needs to take account of all the parameters Coastal, River, Prefer areas (Regions) and avoid regions and then the start is almost inevitable to be 80 to 90% correct for all the Civs.

But that is not what I'm asking of you, what I'm asking is whether with any of your Apps/Mods this can be done physically. Instead of Reseeding, one "picks" the various Settlers and Warriors and moves them to more suitable areas. Then starts the game and each Civs strengths and Weaknesses come to the fore and the game is totally different from each Civs perspective.

As for Modding knowledge I'm conversant enough to mod the whole of Civ4 XML and enough Python to be able to change Mountains within a 2 tile circumference of a city, to Volcanoes erupting and causing havoc. Admittedly I had the RandomEvents module to help but still, this was an infrequent event and randomly timed.

I read and understood the purpose of the whole Assign LUA module by Bob Thomas but at about line 3000 odd he mixes positions and assigns by luck the regions! When he has but to ask the four areas that the XML can easily give the map script and he can then assign the areas to the correct Civs. But no like Lawyers, Medical Doctors, Marketing Managers and others he tries to solve this problem with a coding fallback why? It's the only tool he knows. He doesn't give the player the choice to have a random or "classical" positioning and then allow the assignment of Areas to Civs to follow. There is an old adage "To a man with a hammer all problems look like nails". That's what happened there.

So I'm asking if there is a physical workaround to this conundrum from your excellent Mods, without one having to re-write map scripts which is not what I can do. :eek: I prefer to develop interesting models that have long term repercussions in the game. ;)
 
So I'm asking if there is a physical workaround to this conundrum from your excellent Mods, without one having to re-write map scripts which is not what I can do. :eek: I prefer to develop interesting models that have long term repercussions in the game. ;)
None of my mod allows that for the end user. However Reseed contains a good starting ground if you're ready to mess up with its code.

Indeed, when I reseed a map, the map script assigns new positions. Then Reseed needs to move the existing units to those new positions. So there is a collection of functions that deal with the problem of preventing civs to encounter each other by using intermediate positions. GetUnitSwaps return a list of moves to perform.

If you're interested, you should give a look at RSD_Process.lua, the section labeled "INTERFERENCE-FREE UNITS MOVES" at line 167. Basically, you would have to do the following things:
* Bang your head against the wall because I didn't document it and I bet some of the parameters would puzzle even me now.
* Modify GetUnitSwaps so that it adds natural wonders' plots to the "all" table that defines which plots must be avoided (yeah, crappy name, I am ashamed).
* Modify functions so that they look for your own provider of new starting positions, rather than RsdMap.
* Note that GetUnitSwaps assumes that every civ only occupies its actual starting position. Since in Reseed I need to spawn new units anyway, I first kill the existing units (all but one unit per civ) before I call GetUnitSwaps and perform the moves. You do have other solutions but if you want to respawn units for some reason, look at the beginning of RSD_Process.
 
Thank you for the advise. But please realize that this is just a hobby. What you're asking me to attempt is like telling someone with common sense and who can easily drive a passenger car, to get into one of those monstrous 40 ton triple articulated trucks and reverse it for 50 meters.

I can understand the vehicle, the gears, the internal combustion engine, all the disparate parts, even the intention of reversing, but actually executing this? ... Non mon amis c'est impossible. Merci pour l'assistance. And that's all my French too from 30 odd years ago.

But ... having access to the best general purpose machine on the planet, (a human being) I found that I can use your Reseed! to generate multiple passes, until I get a near enough map, eg 6 or 7 out of 8 Civs more or less in good places. Then save this and open with IGE, where I can mark each position with a funny resource eg. Fish (on land) note these Civs and CS's. Save the map, go to Worldbuilder and quickly set it up like a Scenario, while simultaneously fixing some geography. Total Time about an hour to two, and then I have a perfectly good map for an extended game.

Ok, so one looses some surprise elements, but what the heck, leave it for a day or two and for normal humans, who have a RL, one forgets who is where and what is where so the game remains fresh.

Thanks for your prompt replies and I really am impressed with your professionalism. Between you, wHoward69, and Kael, you should get together and give us all a new generation of World Platform to play on. And that ... is a professional opinion of a RL management/strategist. :goodjob: Thank you.
 
Indeed, if development is just a hobby for you, this can be overwhelming. Since programming is one of my core skills, I tend to forget that not everyone is as much at ease with it than I can be. I am sorry to not be able to do much more at the moment.

Thank you for the cheers and for those recollections of your French studies, I appreciated both of those. Passez une bonne journée. ;)
 
Hello, I started a game and it appears that I chose the OCC option by mistake. Is there a way to remove the OCC without having to restart the game from the beginning ?
 
Hello.

Unfortunately, no. I only realized that rules could be changed after the game has started when I was writing Reseed and I never implemented such a feature in IGE since then.
 
Thank you anyway.

Maybe I can manually edit the save file, I have seen what I have to modify for that. However, whenever I modify a savefile in some text editor, civ V crashes when I try to open it and I get a "runtime error".
 
If you want to edit save files, do not use a text editor, use a hexadecimal editor such as hexedit instead. The rules flags should be at the beginning.

Now I think there is a savegame editor for civ5 anyway, and also trainers. Finally you should also be able to use Firetuner and one of the Pregame functions.
 
Hi,

I'm having trouble with this mod and I really, really wanna use it.

Firstly, when i change a hex how am I supposed to confirm it? When i leave the IGE menu and go back to the game the hex is unchanged and yet when i revisit IGE menu there it is again - :confused:

Second, i don't know if this helps but it also seems to create several savegame files labelled simply "IGE" every other turn or so.

I'm pleased to hear how compatible htis is as i have quite a few other mods running but i just really want this one to work so bad

Any help anyone please?

Thanks :)

PS. (Latest Steam version with G&K)
 
Hello. :)

The changes are done at the moment you click the hex and the game immediately start taking them into account. Unfortunately the 3D engine is not updated, this is a limitation of civ5's terrain rendering process. You need to save and reload to see the correct graphics. IGE helps with this matter in two ways :
* There is a save & reload button atop the IGE window, on the right.
* If you use the strategic map when IGE is opened, IGE will display its own strategic map: it looks similar to the original one, but its graphics are fully updated after every change.

Now, regarding your second question, the save files you see are autosaves performed anytime you open IGE (not on every turn, IGE sleeps when it is closed). You can disable this by right-clicking the IGE label and changing the options.

Finally, compatibility is top notch. Anytime someone reported a compatibility problem I quickly fixed IGE (usually a mod had incoherent data, typically typos, so I made IGE resilient to this kind of weirdness). It's been months now since I did not hear about any problem (although there were two unreproducible reports on Steam likely caused by older versions of IGE).
 
Hey Don did you enjoy your Thanksgiving?

Couple things have came up...dunno if it has to do the patches from stream but i'm get funky things...
like the image below where the workers tell me its going take that many turns to complete the task.(its on quick and it takes about 2 turns)
2nd thing i can't not access the state-city places like give them gold or stop the gift of units. max city-states button still works though.
I don't think its IGE but i do not know where to go on those funky things.
 
Hello Mars, how are you ?
No thanksgiving for me, I am an European and I do not live in the USA. ;)

Regarding those problems, we can already exclude the city states problem right off the bat : IGE does not change the banners displayed when IGE is closed and there is no way it could prevent them to work.

Regarding the workers problem, is it only on tiles modified by IGE? Or does it happen only when IGE is opened? If the answers to both of those questions are "no", it has nothing to see with IGE and you must look at anther one of your billions of mods. ^^
 
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