Blazekingz
Chieftain
- Joined
- Jul 11, 2013
- Messages
- 15
Just wanted to say thanks for the mod. Love how it automaticly adjusted to Brave new world. 

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