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Ingame Editor

Hello Kojote

This typically happens because the modder behind the mod you are talking about made a typo in his data files (for example declaring an inexistent tech as a prerequisite), which causes an error on civ5 tool tips and violates the modders' expectations designed. Since IGE generates all tooltips on startup, this error arises. I suggest that you report the error to him.
 
Thanks for the explanation DonQuiche.
When I saw the error message I wasn't really looking forward to uncheck all mods one at a time and test which one was causing the problem. Apperently I got lucky with my assumption that new buildings were the most likely to be responsible.
I'll give the modder feedback and if I ever stumble upon other issues I'll do so immediately and also tell you as I did. Just in case it may be something with IGE.

And once again: Thank you for this mod. It's like the basic thing to have for me. It's just convenient to have the option to tweak things a little bit in my favor - or against my favor if things run all too smooth.
 
hey don wanted to thank you for your efforts and the mod; creating a small mod myself having IGE to test things and verify various changes worked saved me countless hours.
 
When using IGE on Linux games, the words "TXT_KEY_IGE_EDITOR" appears where the menu link should otherwise be. The editor can be activated, but all the menus are entirely blank.
 
@Kojote
@Resurrection
Thanks to both of you. :)

@Jxf
The linux version of civ5 seems to have big problems with mods, I suggest you wait for Firaxis to fix them. Or use the Windows version with Wine, maybe?
 
Hello! Please tell me how to remove the restriction on the multiplayer mode Hot-Sit. Your mod is great and my friend want to play with this modification in the game. In advance, thank you very much!
 
The mod is already flagged for hotseat, I am afraid that it cannot work because of anti-cheat mechanics within civ5 itself. Or maybe you also need to enable it for multiplayer. Open the modinfo file in the notepad and look for "SupportsMultiplayer" and set it to 1.

I would appreciate if you could tell me how it worked.
 
Well, thank You very much! Everything worked. Actually, read all files except modinfo. You mod is a miracle. Success To You!
 
Can you please add a mod to give units certain/all attributes, not only the the ones that are used but that unit? But keep going with this. However if would be better if you could get more spies, beliefs and other stuff like that. Keep going, Don't stop.
 
@rimbo
Thank you for the feedback.

@theannihilator9
I already stopped more than one year ago and all of the features you requested are not possible. The expansions, especially, are barely moddable.
 
@Skodkim
This won't happen anyway but the first was not possible, and the second was only partially possible, hence why they were never added. ;)

Changing CS personality is possible using the fire tuner (look in this thread, where Whoward69 helps me create a panel which does this). Haven't found a way to edit influence though.

Using the fire tuner you can also change selected units promotions.

See the attached Fire tuner panels (note that there's a non-critical initialization bug in the CS panel the first time it's opened).

To sum it all up: I've already got it working in the Fire Tuner - I'd just prefer to use ONLY your great Tool :goodjob:

\Skodkim
 
Changing CS personality is possible using the fire tuner
Only through a custom DLL. And Steam does not allow to bundle a custom DLL and only one dll can be enabled at a time (I do not know if different mods use different dll or if the community finally settled on a common version). Finally only a handful of people would bother to install it.

The DLL's sources came too late, it poses a compatibility problems that makes it only viable for the biggest, exclusive, mods, and its incompatibility with Steams narrows it to a minority. Hence why I never contributed to it and never implemented any feature that would require it.
 
Hello everyone.

@Civitar
Well, your message was long month old but anyway, you can click the top right corner of IGE to select another civ. After that new units that you spawn will belong to this civ.

@dlk
Players panel, there should be two options, "reveal the map" and "preview map", or something like that.

@Skodkim
This won't happen anyway but the first was not possible, and the second was only partially possible, hence why they were never added. ;)

@abj9562
You can also enable the safe mode in IGE's options (right-click the IGE label).

@LordJason
The Linux version of the game seems to have some problems, yeah. The "L" function is used for localization and is defined in IGE_Utils but it will not lead you anywhere (sorry for the bad func name btw but it is pretty conventional for such functions due to their frequent use).

The problem is that IGE's tool tip functions are called by the main game while they should not. It can be for two reasons:

* In the Windows version, when a mod declares a new file (not a file with an existing filename and meant to replace the vanilla file), then its declarations are stored in a separate and isolated context/namespace. A mod and the base game can then each have different functions with the same name and each one will call its own. It could be that in the Linux version mods everything belongs to the same namespace.

* It could be a file system path problem: in the Windows version there were already such problems where only the first N characters of each filename were stored to unique identify them, so files "civilizationrocks1" and "civilizationrocks2" were considered to be the same. The game could consider that IGE_InfoToolTipInclude.lua should replace InfoToolTipInclude.lua while it should actually not.

Anyway I may be wrong but I doubt so and it does not look like something I can fix. I think this is a linux version bug and you will have to wait for a patch. Meanwhile you can report my hypotheses to Firaxis, maybe it will help them sort things out if they didn't already. If you really insist to use IGE right now, then you should try to rename all functions in all files in the "BulkUI" directory to remove all conflicts with the game.

If you add 'include("IGE_Utils")' to IGE_InfoToolTipInclude.lua, rename IGE_InfoToolTipInclude.lua to something unique, and replace all occurrences of IGE_InfoToolTipInclude in BulkUI/IGE_ProductionPopup, BulkUI/IGE_CityBanner.lua, BulkUI/IGE_WonderPopup.lua, and IGE_API_All.lua with the new file name it seems to restore all functionality of the game.
 
Hi, great mod! When I run it with Enhanced User Interface, the 'IGE' thing at the top is superimposed over the Tourism and Trade Route icons.
 
How come you can not create a Great Prophet unit?
Try "Search this Thread" in the upper right.
It is not possible because the game does not allow it: both expansions have very limited modding capacities, hence why the religious units are actually bought rather than spawned (contrary to other units), why the great prophet is not listed and why the archeology sites are not either.
:(
 
If you add 'include("IGE_Utils")' to IGE_InfoToolTipInclude.lua, rename IGE_InfoToolTipInclude.lua to something unique, and replace all occurrences of IGE_InfoToolTipInclude in BulkUI/IGE_ProductionPopup, BulkUI/IGE_CityBanner.lua, BulkUI/IGE_WonderPopup.lua, and IGE_API_All.lua with the new file name it seems to restore all functionality of the game.
Thank you for the report, that being said it cannot be exactly true : including IGE_Utils should be enough on a superficial level, but the game would still use the IGE files while it should not. And if renaming files were enough to make sure that the game does not use the IGE files, then you would not need to include IGE_Utils anyway. So you do not need to do both and because you did I cannot know what happens exactly.

Anyway please note that I will NOT release a specific IGE version to counter the current bugs of the Linux client. I intend to wait for Firaxis to fix their game.

And anyway I am very hesitant about what exactly the consequences of the current bugs in the linux version of civ5 are: even if I were to add IGE_Utils in the files for the linux users, I am pretty sure that you would come back soon after that with another bug or mod incompatibility caused by the same problem.
 
It's likely quite too early to ask DonQuiche but any plans to bring IGE to Sid Meier's Civilization: Beyond Earth or modding in general?
 
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