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Ingame Editor

@Al Asad
Probably a few days after the release. It may also work without any modification.
One thing to note: G&K was only released in Europe a few days after the US, so let's hope that they do not make such a crappy thing this time.

In such a case, bug reports with lua logs (see post #2) would be tremendously helpful.

@Delta2Four
Among the mods you selected, there was probably one that couldn't be used with the pre-existing savegame. Typically this is a mod you should have enabled before the game was started. There are also problems with mods no longer available on Steam such as Hulfgar's.
Note that all of that has nothing to see with IGE.

@Plumfairy
Thanks to you. :)
 
Looking for help
BNW is going to be released and I am going to make IGE compatible with it. But it is pretty clear for me that I won't have the time to add the bunch of new features related to the new mechanics. Besides some users have made requests in the last months (such as moving cities) and I was never able to satisfy. And it's probably been a year since I last played civ5. I am now in the situation where I "have" to spend 30€ and hours to maintain a mod for a game I do not play any longer.

So I would like to remember everyone that I put IGE under GPL (although this is probably a violation of the Steam workshop's terms) and if some people wish to contribute, they would be more than welcome. In such eventuality, I could put IGE on Sourceforge so that we could work together. If you just want to help, fine for me. If you want to take the project over in the long run, fine for me too.
 
Were it not for my lack of skills, I'd definitely offer to help out. The last major modding I was involved in was Civ IV and even that was minor compared to Civ 3. I'll definitely contribute though, as I really find your mod invaluable. Hopefully Friday will be soon enough, since it's payday for me.

Hopefully BNW will pique your interest in the game again though?

In any case, a big thanks for being so conscientious as to be updating a mod for a game you're not really playing currently. I'm sure I speak for all users of your mod when I say that!
 
I created a Sourceforge project, I figured it could incite more people to contribute, even punctually. Using SF is not mandatory: if some people are not at ease with it, they can just post files here. Those who want to get commit rights on SF just need to let me know their user name. No need to be shy, so do not hesitate, even if you're not even sure you will ever contribute. I choose SVN since it seems to be more popular, especially among amateurs, and since we don't need to do complex branching.
Sourceforge (IGE)


@ERLoft
Glad to hear that, ERLoft, welcome aboard! :)

So Friday is the day civ5 will be out? Well, it's good to know. :D

Regarding BNW, even if it did renew my interest, every hour spent on IGE would be at the expense of my professional work anyway and, since I am my own employer, this would be regrettable. ;)
 
Everyone, be prepared to send bug reports
Want to help IGE to be BNW compatible faster? So remember to modify your ini files as described on the second post of this thread (last section). That way you will be able to send me useful error logs.
 
I also wish i could provide some help, but iam just in the statium of beginning with lua.
Iam happy when i get some easy lua codes working.
Anyway heads up....
 
So far I haven't had any noticeable problems at all. I have only the Ingame Editor on and everything has so far worked out, I haven't used all the features with IE but the ones I use the most have so far worked. I've only played as the Shoshone (And let me tell you, I think I've found a new favorite. Taking your pick with Ancient Ruins feels almost like...cheating, haha. Funny to say with IE as well.) and everything has worked fine; the specific units show up and they level fine. The only thing I haven't done is add Social Polices and Techs, that's it.

The one thing I did notice is that placing a city via IE doesn't tack on Shoshone's trait, which is adding a bunch of tiles when you found a city. That's been the only thing I've seen go wrong though.

Edit: Let me be specific, adding a city via IE doesn't tack on the Shoshone's trait. Placing a settler and using it does.
 
@Crimson13
Thank you for the report, Crimson13. Indeed, so far it seems everything work fine, both for reseed and IGE. Those are obviously excellent news. :)

One bug reported so far: " if you use IGE to make a dig site then have an archaeologist dig it it makes it so you can not end your turn". If someone could give me a lua log for this problem, I would appreciate it.


@Gilgamesch
Nevermind, I appreciate your good will and understand that few people have the skills to help. Anyway, good luck on your journey to lua, have fun! :goodjob:
 
Could someone please make a list of things that should be changed or added to IGE for BNW ? I probably won't add those features but, well, who knows... I would like to estimate the amount of work that would be required.
 
I've had no issues whatsoever with IGE. Looks like there may be little, if any, changes needed for the expansion, which is great news!
 
Regarding Settlers it's seems like there's 2 different kinds. I was wondering why I couldn't settle cities and I found out why. The one on top has a white text which usually meant that's what's to be used and there's the one that works but is greyed out.

When you use the first one you can move the Settler around but there no option to make a city. With the second there is.
 
Thank you for the report, Crimson13, but I can't figure out what is this second unit type. When you hover the good and bad settlers, what is the "type" displayed at the bottom of its tooltip? Something like "UNIT_SETTLER".
 
Known BNW bugs.
A sticky post that I will keep up-to-date.
Thanks to MightyMouse, ranger0, Crimson13, pintocat and others for their feedback and help.


Archeology popup cannot be closed
Cannot be fixed, the v37 beta prevents you to use IGE to spawn sites.

Modifying the terrain on the center city tile freezes the game.
Cannot be reproduced but may be fixed in the v37 beta

Redundant settler units on the unit panels, one of them cannot settle.
Older than BNW and fixed in v37 beta.



Graphical glitches
A civ5 bug, wait for the next patch.
 
Here's what I got for the Settlers issue:

White text Settler: Settler Cost:158 Moves:2 ID=162, Type=RSD_BEACON

Greyed text Settler: Settler Cost:159 Moves:2 ID=0, Type=UNIT_SETTLER
 
Ahhhhh, so I guess you also do have Reseed ? ^^

The RDS_Beacon is a fake unit created by Reseed during the reset. I made sure it would not be displayed in the vanilla UI but the fact that it shows up in IGE is expected. I just checked and the problem also occurs without BNW.

The only bug here is that both should be white. But I should also add a hack specifically for Reseed in IGE to hide this unit, or rename it to something else in Reseed.
 
Ah, I forgot about that. I've been seeing if other mods work (And so far they have, which is awesome.) and it didn't occur to me that another mod might be the issue. I'll just put on IE and see if it comes up. Sorry about that.
 
Ok, I just got BNW, ran tests, and here are the news.

1) Globally it works fine: tenets and ideologies are supported, new units are there, etc.

2) I could not reproduce the bug that caused a freeze if you edit the center tile of a city. I will still include what I think may fix the problem for some players on the next patch.

3) The archaeology bug cannot be fixed. Worse, you can totally forget everything related to tourism and archaeology: mods cannot edit them.
* Placing sites does not work and cannot be made to work (they have no great work and will result in an empty popup that cannot be closed). I will need to remove them from the list. At best you can create ancient ruins, barbarian encampments or enemy cities and visit/destroy/conquer them before you discover the archeology. And there may be other restrictions.
* There is no way to create great works.
* There is no way to boost tourism (unless I turn IGE into a persistent mod to add invisible buildings I guess - but I won't do that).

So, yep, Firaxis just ignored modders, as they did with G&K. I guess I will have more bad news to report. From what I saw so far there is not a single feature that I can add, and I only have to remove archeology sites from the list and add a fix the city's center tile. Good news for me, bad news for you.
 
Hey, thanks for the mod, In my test on v36 and v37 is that the quality of resources don't seem to work. Some of the resources worked partly in v36 for me. Those being horses, oil, and iron. Coal, uranium, and etc didn't work. In v37, none of them worked for me and they all at their stock values. I have done a clean install of the mods and it has not worked for me. Maybe it is just me. Anyways thanks again for this great mod.
 
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