Ingame Editor

Hello Don
It would be awesome ,if you could help me. I have some troubles with the Culturalcapitol Mod.(Not with IGE)
I was asking me ,if it would be possible to make a trigger or a function like a start button, in IGE to start the cultural selection (function in Cultural...).
i hope you understand my posting. happy new year:D
 
@Gilgamesch
Hello :)

Unfortunately, I am not too fond of the idea. Although Nights and CulturalCapitol make it possible (good news because that was unlikely) and quite simple, I am bothered by the idea of adding mod-specific features. More importantly, I don't think there is a way (or, even better, a clean way) to detect whether those mods are loaded. And that means I would have to show the Nights-specific controls to every user, including those who do not have it.

Well, I guess I will first have a talk with the Nights' authors or maybe propose a standard to detect mods' presence. I need to think about it. Meanwhile, you can just use FireTuner: create a button with the following code: LuaEvents.CCPopupSelectNewWisdom();


@Jagged1971
Thank you for reporting back. :)
 
Actually since you seem willing to consider suggestions, what might be nice would be a "build all" queue for a few things, like buildings, technologies, and anything else covered in your mod.

Reason why for me is, in trying to test my particular mod I'm having to individually click on each and ever tech each time I load and reload the mod in order to test it.

Anyway, if it's too much hassle or isn't doable, or whatever, it's fine. It's a very helpful mod to me, and I appreciate your effort anyway!
 
Hello Jagged1971

First of all, just to make sure, if it's about techs are you aware that you can shift+click a tech to add all of its prerequisites at once? Or click a era header to add all of those era's techs at once? You still need to click "ok" in the messagebox but there's nothing I can do about it without modifying the vanilla UI files and I don't want to do that.

Second of all, if I understand well, you would like this queue be persisted across games? So that you can restart a game and only click one button? Then, sorry, I don't think I will do that. It will be tedious to do and I guess very few people would use it. Besides the only place to add the UI for that would be another icon on the "toolbar" but I already abused it so I would need to do deeper UI changes.
 
First of all, just to make sure, if it's about techs are you aware that you can shift+click a tech to add all of its prerequisites at once? Or click a era header to add all of those era's techs at once?

Actually I didn't know about that, and yes that answers my issue completely. I did not mean what you asked in the second part. That seems like it would be a very unreasonable request.

That said, I managed to find another bug. This time I was running two small mods:

1) The End at the Renaissance Mod. (Not sure of the author) I think this one is the culprit.
2) A simple xml code of my own that simply shifts six techs from the industrial era to the Renaissance Era.

The error message reads: line:695 bad argument #1 to 'ConvertTextKey' (String expected, got nil)

Thanks again!
 
Thank you for the bug report! :)

It's caused by a tech with a null description. Hey! Mod authors really try hard to throw every unlikely edge case at this poor lil' IGE. Patch incoming...
 
Version 18 has been released.

Bugfixes
* Fixed edge cases with some mods (techs and others with a null name - also make IGE bulletproof against null strings in most cases).
* Fixed minor layout problems with the tech tree (connectors no longer turn invisible if their origin is located on the left of the screen, empty eras are now hidden).



@Jagged1971
That fixes your problem. :) "End At The Renaissance" had nothing to do with it though, I guess it was your custom mod.
 
Yeah, just tested it, it was mine...That's odd because it's very simple code (although not working all the way yet for some reason).;)

Weird... Anyway, glad I could help, but most importantly, glad you can help me!:D
 
Hello Pouakai. :)

It's interesting, I already saw that on a screenshot but I do not know what's the cause. Here are some things I would like you to do to help me figure it out:
* Are you sure you do not have any older version of IGE installed? Did you try to flush your cache folder?
* Please ensure you do have "IgeMenuIconsSmall.dds" and "IgeMenuIcons.dds" in the "art" subfolder of IGE. Also ensure they do have a non-zero size.
* You may also try to open "Widgets/IgeTabBar.lua" and change the line #82 to replace the "/" by "\\" in the texture paths. I guess you already know but you will need to restart the game (unless you know a better way - ModBuddy saves me the pain but I don't know how to manually force a reload UI).
* Are the other icons (like the flat/hills/mountains icons on the left side of the terrain panel) visible?
 
It was v17, but I've had the problem for all versions of IGE. I have not flushed my cache, will that have any other affects on other mods? Both files are there and are 34 and 65 kb. I have made those changes, yet to see any improvement and all other icons are present
 
It was v17, but I've had the problem for all versions of IGE. I have not flushed my cache, will that have any other affects on other mods? Both files are there and are 34 and 65 kb. I have made those changes, yet to see any improvement and all other icons are present

fwiw, i have had the same issue since the interface has changed to include player controls, etc. (v. 13 maybe?). here is no issue with functionality, that I see, just aesthetics. i typically run some wonder mods, civwillard, info addict and VEM. i also always flush catch and moduserdata for all new games i start.
 
Thanks to both of you for the report but I have to say I am quite lost. However I spent time scanning the source code and I think I may have spotted a possible cause: what are your screen resolutions please?

@Pouakai
Deleting the cache only slows down the next startup: it's just a way to fasten some operations but it will be regenerated the next time Civ5 is started anyway. I only asked you to flush the cache because it could contain corrupted data and Civ5 would read from those rather than from the original directories.
 
I found an interesting thing for ya. After i made friends with everyone by using the IGE. I looked over to cancel out the nation icons to the right of the screen. When my mouse was over the nation icon i saw something interesting:
Something like:
TXT_IGE_NOTIFICATION_CITY_WLTKD from v15 to current v18.

Found some more on current version 18:
From the IGE on the unit in the tile the unit is not found its blanked , units health. If its a worker its a blank.
Also if you select the city you own and give it We Love The King 20 or 250 what pops up is of blanked city and the gold ring icon.
 
Here is a version you want to try, it may fix the problem if I am correct about it and although I couldn't reproduce it. Please tell me what's the result.

Sorry no reply. Haven't had a chance to check but 1600x900 maybe? My laptop has a decent size screen... once I have a chance to test your fix ill be sure to let you know. Thanks for all the effort!
 
@Mars83
So, I fixed the first bug with TXT_IGE_..., it was introduced in v15.

Regarding the notifications for "we love the king", there is not much I can do about it: the notifications system is not very flexible, I can freely specify the text but, for the icon, I can only specify the ones already used by other notifications since I don't want to change the game files. So, among the possible choices, I thought the one for gold would be the better choice. After that, leaving the regular text for "we love the king because you found gold" was logical.

Regarding the units, I'm not sure about what you mean. Are you talking about the unit's heaths bars that are hidden anytime IGE is displayed? If so, I won't fix that: unfortunately I *had* to hide the whole UI so, in order to display the health bars, I would have to recreate them. I don't think it would be helpful, do you?
 
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