Ingame Editor

Hi. I'm playing Civ 5 on a mac and i have some problems with the installation of this mod... In the description it says that I should click "mods" and then "browse mods". But I can´t where I should click "mods"... Should I click in the main menu or in the civ 5 files? Please help!

Sorry for the bad english... I'm 13 and from Sweden. ;)
 
Welcome Joquino. :)

Indeed, there is no mods menu on the mac, Firaxis did a minimalist job for this version (actually some mac users even prefer to run the PC version on their mac, through some tricks). However you can still enjoy mods, including IGE, it's just a bit more complicated: please have a look at the FAQ for the Mac.
 
Version 22 has been released.

Bugfixes
* Fixed the bug reported and investigated by Claestw that was causing civ5 to perform incorrect yields computations, thousands of thanks to him!
* Made IGE bullet-proof against mods with incorrect traits for minor civs (civ of ice and fire v2).
* Replaced TXT_IGE entries with TXT_KEY_IGE to prevent a swarm of errors for devs using XML validation.
 
Version 22 has been released.

Bugfixes
* Fixed the bug reported and investigated by Claestw that was causing civ5 to perform incorrect yields computations, thousands of thanks to him!
* Made IGE bullet-proof against mods with incorrect traits for minor civs (civ of ice and fire v2).
* Replaced TXT_IGE entries with TXT_KEY_IGE to prevent a swarm of errors for devs using XML validation.

Excited to hear it :goodjob:, hopefully it'll be up on Steam soon? I just started a new game on my new laptop and they put an update up. >__<
 
Excited to hear it :goodjob:, hopefully it'll be up on Steam soon? I just started a new game on my new laptop and they put an update up. >__<
I first upload to Firaxis' mods browser, then post a notice here. ;)
So when you see such an announcement, it's already available on CF and the mods browser.
 
I can't find Ingame Editor in the Steam Workshop.

I have to say that I'm not sold on the new patch. I'm having problems with the UI and even accessing the Steam Workshop.
 
I can't find Ingame Editor in the Steam Workshop.

I have to say that I'm not sold on the new patch. I'm having problems with the UI and even accessing the Steam Workshop.
When you said Steam, at first, I thought it was just a mistake and you were actually thinking to the ingame mods browser. Mods are never on Steam. ;)

EDIT : Nevermind, I just launched Steam and realized that they now offer mods through Steam. I am going to look into it.
 
I finished publishing it to the Steam Workshop. Search for "ige" or "ingame editor", not "ingame".
Tags: "other", "interface", "component".

Tags are in a mess right now because Steam offer different tags than the ones in ModBuddy and we cannot edit them later.

Note to other modders: under ModBuddy, click "tools" and "publish to Steam Workshop".
 
I finished publishing it to the Steam Workshop. Search for "ige" or "ingame editor", not "ingame".
Tags: "other", "interface", "component".

Tags are in a mess right now because Steam offer different tags than the ones in ModBuddy and we cannot edit them later.

Note to other modders: under ModBuddy, click "tools" and "publish to Steam Workshop".

Woohoo! Glad to hear it's up, thanks. Yeah, Steam changed a few things in the last week or so lol. >__< I'll do a search for the IGE update in Steam right now. :goodjob:
 
Woohoo! Glad to hear it's up, thanks. Yeah, Steam changed a few things in the last week or so lol.
Yep, a few things. ;)
I wasn't even aware of that change while it's actually a full reset of the mods database! As a modder I would have appreciated an email from Firaxis to warn me about that but maybe Gamespy didn't want to do that. Anyway, thank you for reporting the problem, it's thanks to you that I have learned that my mod was no longer available from the mods browser! Fortunately it was only a couple of days since that change.
 
I checked Steam this morning and joy IGE was available. I really got spoiled with Civ 4 and thanks so much for adding this to Civ V.
 
Adding a tile resource or feature seems to spark a 'new tile aquired' event which leads to lowering your research (in the form of a negative Terrain denominator under Research in your cities closest that tile). The event is triggered even if the tile you've edited is not within your territory (it doesn't add the tile to your territory). If you need pictures, I can supply them...
You might also want to place the IGE button somewhere different as it can interefere with some mods utilizing the summary bar...
I've already posted this to the mod's Steam page.
Otherwise, quite good a mod.
 
Hello Akutou and thank you for the report. You were totally right regarding the "tile acquired" event. Actually, IGE explictly does it in order to circumvent another bug (adding marble on a tile you owned does not grant marble to the city or civ). Now, unfortunately, this workaround can in turn cause bugs. It was already known for improvements (now fixed: improvements no longer trigger this event), seems like you just spotted another one for features and resources.

Unfortunately, as you can guess, there is just no solution for resources, I have to choose between one of those two civ5 bugs. Which do you prefer? Charybdis or Scylla? Maybe I can fix the problem for features, though, if the event is not required for them. I will investigate that and test how civ5 behaves when a savegame is reloaded in order to understand what's the most acceptable of the two bugs.

Regarding the location of IGE, unfortunately, there is no good solution, it's always bad for someone depending on other mods and the resolution. I encourage you to change its position according to your needs, see the first post to know how to do that.
 
Hello Akutou and thank you for the report. You were totally right regarding the "tile acquired" event. Actually, IGE explictly does it in order to circumvent another bug (adding marble on a tile you owned does not grant marble to the city or civ). Now, unfortunately, this workaround can in turn cause bugs. It was already known for improvements (now fixed: improvements no longer trigger this event), seems like you just spotted another one for features and resources.

Unfortunately, as you can guess, there is just no solution for resources, I have to choose between one of those two civ5 bugs. Which do you prefer? Charybdis or Scylla? Maybe I can fix the problem for features, though, if the event is not required for them. I will investigate that and test how civ5 behaves when a savegame is reloaded in order to understand what's the most acceptable of the two bugs.

Regarding the location of IGE, unfortunately, there is no good solution, it's always bad for someone depending on other mods and the resolution. I encourage you to change its position according to your needs, see the first post to know how to do that.

The bugs persist even after you reload the save. Also, if you haven't checked there, another dude from Steam has the same problem regarding Production. Don't know if this is relevant or not...
Otherwise, if I had to choose, I'd go for fixing the bug with adding resources as this does seem more important (personally, I don't really mess with the map layout)...

On the topic of the IGE button- I remember a time when it was in the little menu to the right of the UI, with the Victory screen and whatnot, why not just have it there?
 
The bugs persist even after you reload the save. Also, if you haven't checked there, another dude from Steam has the same problem regarding Production. Don't know if this is relevant or not...
Yep, those are the same thing. It depends on the resource/feature you set.

Otherwise, if I had to choose, I'd go for fixing the bug with adding resources as this does seem more important (personally, I don't really mess with the map layout)...
Actually I found a way to ensure the resource is correctly given through another workaround. But marble does not provide any production modifier for wonders with this one. However it's less important than the accumulation bug you observed. Also I observed a joint issue: the land owner edition tool is also concerned.

Indeed the accumulation bug occurs under those conditions :
* A plot is removed from a player (that's what IGE currently does in order to fix the resource bug, or when you use the land owner edition tool)
* That plot was worked by the city.
* That plot contained a resource (may also be triggered with some features).
* This plot is assigned again to the same city and worked again by it: then the accumulation bug occurs.

So I *should* be able to fix everything by preventing the city to work the tile before I remove the land, then resume the automatic management if it was set. But I do need to test whether worker units also cause that.

On the topic of the IGE button- I remember a time when it was in the little menu to the right of the UI, with the Victory screen and whatnot, why not just have it there?
Nope, it was never like that and it would cause compatibility issues with other mods: in order to add itself to this menu, a mod needs to replace that part of the UI. Fortunately, modders agreed on a standard to all replace this menu by a common alternative that registers them all. Unfortunately, some mods do not use that standard, especially when they want to change that part of the UI further.
 
Hmmm... Then it's probably InfoAddict I was thinking about...
Never mind the damned button, this accumulation issue is the main... issue...
To my experience, it's not a factor whether the actual tile is worked by a city. It just needs to be in the range of that city's workable area to spark a negative effect.
And, so far as I can tell, Workers might in fact be worsening this as (so far as I can tell) any improvements made to the tile in question only make the matter worse...
 
To my experience, it's not a factor whether the actual tile is worked by a city. It just needs to be in the range of that city's workable area to spark a negative effect.
And, so far as I can tell, Workers might in fact be worsening this as (so far as I can tell) any improvements made to the tile in question only make the matter worse...
Nope, I confirm that the tile needs to be worked by the city and that workers have nothing to do with it. ;)
Claestw did a great job to explore that problem by the way (here and there).
 
Nope, I confirm that the tile needs to be worked by the city and that workers have nothing to do with it. ;)
Claestw did a great job to explore that problem by the way (here and there).

Ok... The interesting thing (for me; now note, I'm not really into modding) is that what got bugged in my game is Research which isn't directly connected to any of the tiles that are worked...
 
Ok... The interesting thing (for me; now note, I'm not really into modding) is that what got bugged in my game is Research which isn't directly connected to any of the tiles that are worked...
Actually I assumed since the beginning you hypothesis regarding a terrain denominator was wrong, and my tests confirm this assumption since I couldn't observe anything like that. What happened is probably one of those :
* Luxury resources missing after your changes, unhappiness, science malus. No bug here.
* Edited a tile with an academy, jungle (with university), coral reef, etc... Accumulation bug and I confirm the tile has to be worked by the city (just tested with jungle).

So, no, it was never a terrain denominator. By the way I don't see how it could be possible since civ5 has no such mechanic. It was the plain old accumulation bug.
 
Could someone with Gods and Kings give me a piece of code from the xpac please? In order to make IGE compatible with it since it seems like they removed the plot:GetCulture function.

There should be a file named PlotMouseOverInclude.lua somewhere (the xpac directory, maybe far under My Documents). Opens it with a text editor. It should contain a function named GetYieldString (use Ctrl+F). It has different sections, one for food, production, etc (they should start with "--food" etc). I would need the piece for the culture.
 
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