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Ingame Editor

Here is the beta3, it fixes the problem reported by Makotech

@Bazekingz
Thank you, I was favorably surprised too when the first users reported that IGE was working. I knew it was possible but I would have not expected it outside of my wet dreams.
:D

And yet Firaxis did make some breaking changes. It's just that aside of a couple of exceptions, IGE is not concerned.
 

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Here is the beta3, it fixes the problem reported by Makotech

@Bazekingz
Thank you, I was favorably surprised too when the first users reported that IGE was working. I knew it was possible but I would have not expected it outside of my wet dreams.
:D

And yet Firaxis did make some breaking changes. It's just that aside of a couple of exceptions, IGE is not concerned.

Well even with the breaking changes that you speak about, ive been playing for a few days and i havent had any problems. Everything seems to have adjusted perfectly as if it was designed to be that way. XD
 
Well, IGE is designed to support every mod and, believe me, there are mods out there that do far more exotic stuff with the game data than any expansion Firaxis could ever release. It is even made to be resistant against spelling errors and other common mistakes from modders that causes invalid data. So adjusting to BNW was a piece of cake for IGE.
:lol:

The only things that could affect IGE are breaking changes in the game engine itself (removed functions, new bugs or modified behaviors).
 
Thank you Don. This mod fixes the stupid idea of firaxis to remove the option to have an AI governor for your cities. Makes managing many cities much easier.
 
Hey Don, a quick question that's pestered me.

What's the deal with the lag when doing the expanding borders via IE later on in the game? When I first started out I could click on the expand borders button pretty quickly and it would keep up. When I do it with a few more cities to my name and a few Eras later it can take up to 20 seconds for a single click.

Do you know why it does that? It's one of those things I keep on forgetting to ask you about but remember later when I use it, haha.
 
I am glad you asked because I had no idea about this and I just ran some tests to learn more about the issue. Long story short : on expanding the city IGE needs to update the tiles that have been revealed by the borders expansion. But I took the easy way at the time I wrote this part and every revealed tile is updated, even the ones that were already revealed before the borders expansion.

In my own tests this was not much of a problem : less than 2s on a large map at year 19xx. But it increases with the map size and depending on the mods you have every tile may need a lot more processing time.

So here is beta4: it stores the list of revealed tiles before the borders are expanded, so that it can compare them after that and only update the ones that just have been revealed.
 

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@General O'Neill
(from the Steam workshop - this answer was too long to be posted on Steam)

Other users experienced such a phenomenon in the past and there were two causes:
  • Indeed, a map that is not supported by the game engine. Such a problem already occured when users could have ocean tiles next to a land tile without a coast tile between them. I modified IGE to prevent this and introduced auto-saves just in case. This is the only known occurence of this bug, I never saw another problem like this.
  • A bug in civ5 that makes the game freeze whenever you try to reload in-game. It can happen randomly, with or without IGE, as you are adding new mods. The only workaround is to go back to the main menu and load the game from there. I thought Firaxis got rid of this bug, I may have been wrong


For the past year, I saw reports like those and they were all from the second category in the end. So it could still be from the first category, it's just unlikely and, anyway, without reproduction steps from an user I am powerless because I cannot reasonably debug the game engine without the sources and only Firaxis do have them. So if you find that there is indeed a new edge case in BNW with clear reproduction steps, then I will act and make IGE prevent you to do it. But without that I am just going to stay still because I am not going to waste hours testing thousands of weird things just in case there may be a bug while it's actually probably just one of the zillion bugs in civ5.

My answer is probably frustrating and I do apologize. But I hope you can understand my own position and what are the limits of my power and responsibilities as a modder.
 
Looks like this mod is causing CivWillard to crash.

Spoiler Screenshot :
http://i.imgur.com/U9vhegn.jpg


EDIT: Updating to V37 fixed the problem. Disregard.
 
First of all, I am very happy to have found this mod. I think you did a really super job with it, and it was just what I was looking for. Well done.

I have been following the thread for a few days now, and started with v.36. I installed v.37b4 yesterday, deleting my cache files and the previous version before installing the new version. I loaded in an existing game, and got over 50 advisor messages. Which cache file controls that, and it might be nice not to reset them, but this is outside of the scope of this thread.

I noticed a change between v36 and v37b4, and thought to mention it. in v36, the city editor had buildings/wonders grayed out if they '"shouldn't" be used in that city. For example, a courthouse would normally be gray. In v37b4, all buildings (but not sub-buildings) and wonders are white. It does make it comical to add a harbor/seaport to a city in the middle of the continent, if one is not watching carefully.

Other than this minor annoyance, everything seems to be running as expected. Thank You.

- DM
 
I had some problems with archaeologists when they discover something. When you click to check the discovery there are no options, your are stuck and you cant go to next turn. Other players reported the same and they said probably because of custom maps and/or IGE mod.

I don't know which is true but I had to report here.

and one question.. how I can limit IGE saves to 1 or none?
I have my game in auto save every turn so I don't need IGE saves.
 
@TomTom
Thanks for coming back and updating your post. ;)

@DragnMastr
Thank you for the report, I will fix the buildings problem. Regarding the advisors, though, fixing that would outside of IGE scope.

@Alphaprior
Unfortunately the acheologists problem cannot be fixed because, as with G&K, Firaxis didn't provide modders a lot of control over the new features in BNW. This is why there is no feature for spies and why there will be no features for archeology. For this reason IGE v37 prevents you to create new sites.

Regarding the IGE saves, you cannot limit their number but you can disable them altogether (right-click the IGE label, a menu will popup).
 
I just want to say thanks DonQuich, I've used this mod extensively and it is a very well written program.

I've had a lot of fun playing on ridiculous difficulty levels but crafting an amazing start position for myself to compensate. Makes for some fun games.
 
welp i found a little problem. Creating a archeologist site using IGE on a random tile and then using an archeologist to research it breaks the game after he's done cause (what i think is) since there was no battle/ancient ruin that was found by someone you cant choose what you want to do with it.

And since it wont let you click next turn your stuck. ive tried deleting it,changing around the tile with other resources etc but it doesnt seem to help. even if you remove the tile completly it still asks you to choose what you want to do with it.

Kind of a gamebreaker espacially for poeple like me who dont save very often. My last save is like 30 turns back and the IGE saved after i tried to reload the last save.

----------------------------------------
i looked and didnt see that post for some reason, i just wanted to give a heads up.
 
welp i found a little problem. Creating a archeologist site using IGE on a random tile and then using an archeologist to research it breaks the game after he's done cause (what i think is) since there was no battle/ancient ruin that was found by someone you cant choose what you want to do with it.

And since it wont let you click next turn your stuck. ive tried deleting it,changing around the tile with other resources etc but it doesnt seem to help. even if you remove the tile completly it still asks you to choose what you want to do with it.

Kind of a gamebreaker espacially for poeple like me who dont save very often. My last save is like 30 turns back and the IGE saved after i tried to reload the last save.

IGE has an autosave function when you open it. Did you disable it? Also please refer to the earlier exchange (just a couple posts above) for an explanation to your problem:

I had some problems with archaeologists when they discover something. When you click to check the discovery there are no options, your are stuck and you cant go to next turn. Other players reported the same and they said probably because of custom maps and/or IGE mod.

I don't know which is true but I had to report here.

@Alphaprior
Unfortunately the acheologists problem cannot be fixed because, as with G&K, Firaxis didn't provide modders a lot of control over the new features in BNW. This is why there is no feature for spies and why there will be no features for archeology. For this reason IGE v37 prevents you to create new sites.
 
@DonQuiche
hi DonQuiche
im user of ingame editor V37 beta4, my system is win7 64b

using the editor couldnt load a game, how to fix it please?
 
@Stackpointer
Thanks for the help. ;)

@Aikatou
Unfortunately you do not provide enough informations for me.
* Can you load the game from the main menu (non the in-game menu)? If so, this is a civ5 bug, no fix available aside of removing some mods (no specific mod, it depends on the user).

* Otherwise, does the problem only happens sometimes? If so, then it is a new civ5 bug, report it to Firaxis or wait.

* Otherwise, can you reload the map without any mod enabled? Then it is a civ5 bug or a bug in another mod, I can't help.

* Otherwise, if you modified the map with IGE and you can never reload the game after that from the main menu (not the in-game menu), even with as many mods as possible disabled... Then it means that the civ5 engine now has a new edge case it does not support (some terrain layout, etc). No fix is available but a help to identify this exact edge case would be more than welcome. Can you remember what you changed and try to figure out exact reproduction steps?
 
@DonQuiche
i only got ingameeditorv37 beta4 mod for NBW
i can load game without mod
i can start a new game with mod
i can use ingameeditor in a new game
but i can not load a game mod enable, it shows appcrash crashmod msvcr100.dll
please help
 
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