Ingame Editor

But that's the point, I cannot make it private, since modbuddy crashes right after I login to Gamespy (when the UI tries to download the data about my mods)! :hammer2:


Big warning incoming for passer-bys...
EDIT: v20 is now fine to download, see below.
 
Heya when I run your mod along with the following mods it give's me an error:

  • CIVILIZATIONiGHTS (v 3)
  • Echoes of Ages - CiVilization Plus (v 51)
  • InfoAddict (v 16)

I've checked them by themselves and it runs fine with them bar CIVILIZATIONiGHTS, give's me a message saying to clear your cache and if that doesn't work report it. I've cleared my cache and made sure the latest version of your mod was installed along with the latest versions of the other mods. Still doesn't work.

Some help would be much appreciated on this.
 
Hello FireFly and thank you for the report.

So CivilizationNights is the incompatible mod? You mentioned v3 but is it correct? Because the most recent version is 114. :D
Now, at the end of the error popup was a line number and error description, could you give it to me please?


EDIT: Just tested v114 and it gave an error, I guess it was the one you encountered, here is a fixed version. It was yet another edge case in the non-standard tech trees importation.
 

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Heya again Don! I have no idea if it's possible for you to add this - I'm guessing if it is possible it would already be implemented ;) But for Edit City/Unit is it possible for the Unit portion to show current 'promotions' including the lil cannot melee attack or the morale and of course the promotions they did choose with level ups. And then on top of that can you add something to change those? So add functionality to view, delete and add without XP change. Doubt it, but damn, that would be handy! Thanks again for your time!!
 
Hello Jynnx.

Actually, that would be possible, the API provide a way to programatically manage promotions. At worst, the problem would be to smartly filter promotions to only display those relevant (only displaying the legit one is easy but unsatisfying for the user while displaying all promotions is easy but overwhelming for the user). There is also a display problem : there are no "greyed out" icons for promotions so displaying icons would be troublesome to show "enabled/disabled" states. In the end I would have to use labels and that would make a very large and bad panel.

Now, I always thought it wasn't worth the effort, that it would require a lot of work for a feature few people would use, hence why I forgot the idea at the time I added the units panel. Especially because, on the other side, trying to do an always up-to-date strategic map would be more useful. But in the end, the biggest problem is that I am not currently interested to bring large changes to IGE.
 
hey mate, thanks for the mod it's really great. couple of notes though
1 - it is not compatible with TOTAL MOD v7
that's what show up
line 757:attempt to index global 'item'(a nil value)
2 - can there be an option to change how your city looks? for example to chnge you chinese city to look like inca or american or muslim(the graphic style of it). if it's the tile view option(african, american, european, eastern) then change it please cuz it oesn't work even after reloading. thnx)
 
the city art is linked to your civilization, not to the tile style.
 
oh, that's a shame. and i assume that is not moddable. well then can the compatability with "total mod" be fixed?
 
Hi
I have a problem with the mod "NiGHTS". It adds so many buildings to the game that the last row is in the scrollbar in the cityview of IGE. Those buildings are not clickable nor show a hoverinfo (screenshot attached). I used the last v21 beta of IGE. Without the mod it works fine, it just seems to be a problem with that large amount of buildings. (Maybe a earlier pagebreak is needed?)
 

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  • Civ5Screen0003.jpg
    Civ5Screen0003.jpg
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Hi
I have a problem with the mod "NiGHTS". It adds so many buildings to the game that the last row is in the scrollbar in the cityview of IGE. Those buildings are not clickable nor show a hoverinfo (screenshot attached). I used the last v21 beta of IGE. Without the mod it works fine, it just seems to be a problem with that large amount of buildings. (Maybe a earlier pagebreak is needed?)

I have the same problem with other mods (large number of extra buildings), but the wonders are also not clickable (only the last row).
And i was wondering if it could be possible to add projects to civs like buildings and wonders.
:goodjob: Great Mod, will never miss it thanks again don..:D
 
Hi
I have a problem with the mod "NiGHTS". It adds so many buildings to the game that the last row is in the scrollbar in the cityview of IGE. Those buildings are not clickable nor show a hoverinfo (screenshot attached). I used the last v21 beta of IGE. Without the mod it works fine, it just seems to be a problem with that large amount of buildings. (Maybe a earlier pagebreak is needed?)

I also had this so I just edited the window/panels xmls to a taller size, now everything fits.
 
I also had this so I just edited the window/panels xmls to a taller size, now everything fits.
Good idea.. I tried a few values but that did not change anything for me. I thought it may be that tag:
Code:
<!-- Main panel --> 
<Grid ID="MainGrid" Anchor="L,B" [B]Size="1305,530"[/B] Offset="0,0" Color="White.256" Style="Grid9DetailSix140" Padding="0,0" ConsumeMouse="0" Hidden="false" LLSize="0,0" LRSize="0,0" LCSize="1,0">
What did you change to fix that?
Or a even better idea... DonQuiche, would you be so kind and fix that? :)
 
That is the right code, increase the second value at Size="1305,530"(I added 40) but you also need to edit the xmls in the panels folder. There are 3 values you'll be interested in
Code:
Container ID="Container"
changes the size of the box
Code:
ScrollPanel ID="ScrollPanel"
changes the position of the scroll bar
Code:
Stack ID="Stack"
changes the height of the list inside the box.

You need to increase the second value at the size parameters. Start with the same amount as in the the IGE_Windows.xml and experiment from there. I didn't change each file nor by the same amount, hope this helps.:)
 
That is the right code, increase the second value at Size="1305,530"(I added 40) but you also need to edit the xmls in the panels folder. There are 3 values you'll be interested in
[...]
Thank you very much! That was it. I just changed the main window size and the inner containers were left unchanged. :goodjob:
 
i'm getting an error
line 82 ......a nil value
thing is it started happening mid game started out working just fine and then after a cpl opponents kept asking for deer i wanted to give my self a cpl more and got the error now i've tried deleting mods here and there and all, clearing cache each time, i get that error no matter what i do....if thats not enough info for you to fix maybe just respond with what that line of your code refers to and maybe i'll be able to figure out which mod it actually is cause at this point i'm stumped

edit: i dont think this error is cause by any one mod but simply due to too many buildings added by mods
 
Hey Master Don will you make IGE compatible with the expansion?
I cant live without it.
And will you add projects?:bowdown:
 
I am getting and error when I try to use IGE with Anno Domini (V.1):

line: 327: attempt to index local 'building' (a nil value)

Can IGE be made to work with AD?
 
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