Ingame Editor

I'm having the same problem as the previous poster. Tried all the troubleshooting to no avail. I select the mod during setup and everything proceeds as it should, but when the game loads there is no IGE button AND the hot key CTRL-i doesn't do anything.

Anyone solve this? Im coming up on a few days off of work and want to maximize my limiter Civ5 time.

Thanks



I cannot get the IGE button to show up so I can initiate the IGE in the game. As I understand it, it should be in the upper right corner to the left of the date/# of moves. It is nowhere to be found.

I have run the IGE successfully with CIV5 in the past and had no trouble with it, but I can't get it to work now.

Here are the things I have tried.

  1. I'm running Win7, with Civ5 Steam version.
  2. I have no other mods.
  3. I have only the DLC that comes with the Steam game - something about Mongols. I have never run it.
  4. I did verify the Steam files, no corrupted files were found.
  5. I did empty the cache before running Civ5 - several times.
  6. I did not hit "back" when running the mod.
  7. I have tried it with a save game (saved at game inception) and with a brand new game, neither works
  8. Civ5 is fully up to date (via Steam)
  9. I have the latest version of the IGE from the link on this thread and have never had any other on this computer
  10. The mod DOES show up in the "mods" list (perhaps obviously)
  11. There was only one saved game - I ran CIV5 on this computer for the first time yesterday, so there really hasn't been time to develop save-file bloat.

Hopefully I haven't left anything pertinent out. I'm at my wits end - I just can't see the IGE in-game - is there a way to open it with a control or function key?
 
Is anyone else having issues with the IGE button not appearing in the game?

After a two month break in playing, I loaded the mod but no button appeared in-game. I followed all the troubleshooting instructions multiple times, which included a full install/reinstall of Steam and Civ5, emptying cache, etc.

The mod shows up on game setup. I select it and proceed to a single player game as usual (never press the "back" button and I've never had any other mods downloaded or installed at any time, including now). However, when the game finally loads - the IGE button is nowhere to be seen and the hot-key shortcut doesn't work.

(I'm using a Mac w/ Steam - did the manual install of the mod via the link at the bottom of the first post rather than the Steam subscription. I tried both during troubleshooting - again the mod loaded, but no IGE button.)

Thanks
 
Hello golakers32, from my experience if you are using other mods with IGE, IGE has to be enabled first.
 
Hello, first of all thank you for this Mod, but I have been having a problem. When I open the editor and try to add units for a Civ that isn't me or a city-state the Camera zooms to a tile somewhat near but not on their Capital and then locks there. I am unable to move the camera without exiting the editor (hitting ctrl-i again) or switching back to my Civ.

I use a PC (windows 7) and I tried running only the mod and emptying the cache folder and the mod folder. Thank you for any help you can provide.
 
Hello, first of all thank you for this Mod, but I have been having a problem. When I open the editor and try to add units for a Civ that isn't me or a city-state the Camera zooms to a tile somewhat near but not on their Capital and then locks there. I am unable to move the camera without exiting the editor (hitting ctrl-i again) or switching back to my Civ.

I use a PC (windows 7) and I tried running only the mod and emptying the cache folder and the mod folder. Thank you for any help you can provide.
I have the same issue as you. The mod says that taking control of other civilizations is very buggy, so I don't there is a way to do it 100% bug free.

What I have found to "fix" this issue is to press tilde ~ key to bring up the debug menu (must enable debug menu in your config), then use a combination of pause/unpause game. I'm not sure if this is a 100% fix for this, but I was able to regain control of the camera when I did this.
 
I just discovered this problem here, I wasn't aware of it. it smells like something I cannot fix anyway but maybe I can add pointers to a solution. Does anyone has updates about it? A reaction from Firaxis maybe?
 
Is there a way to fix the glitch where you can't force certain civs to found a Religion? Everybody can found Pantheons, and you can select tenets for the Religion you wish to found, but upon clicking Yes on founding the Religion, nothing happens. Reloading doesn't fix it either. This only seems to happen to a few selected civs, and on custom maps only.
 
@Frossa
I was not aware of this bug as I never encountered it myself. Unfortunately I cannot investigate it with reproduction steps that vague. Could you try to either infer clear reproduction steps or, provided that you do not use a lot of mods, provide me a savegame where the bug is immediately reproducible?
 
@Frossa
I was not aware of this bug as I never encountered it myself. Unfortunately I cannot investigate it with reproduction steps that vague. Could you try to either infer clear reproduction steps or, provided that you do not use a lot of mods, provide me a savegame where the bug is immediately reproducible?
I think I solved it. The civilizations I was forcing to found Religions were in high numbering teams, something like team 30. I moved them up in the team list a bit, and now it works. However, I moved them up at the expense of another civ, who now can't found a Religion. It seems if they are in a team numbering higher than something around 15 they are incapacitated from this.
I suppose this is the result of playing on an abnormally huge map, abnormally many players and many mods.
 
My previous camera locking problem has been resolved by running the mod in "safe mode". Thank you for that.

I have come back here though to ask about a different problem with the mod not working when I try to load any other mod that adds wonders. Recently I also tried to load the improved lighthouse mod (adds lighthouse benefits to lake tiles). And that also causes the IGE mod button to be unavailable in the game. The game play fine just can't access the IGE mod. Since I am keen to add wonders and maybe some buildings to my games does anyone have ideas to help me?

Again thank you for this mod and for any help given.
 
Hello CJ_GOROH. Welcome on CivFanatics and thank you a lot for this translation! I will add it to IGE tomorrow and release a new version both here and on Steam. :goodjob:

EDIT: I did read your "caution" file. You meant that Google did the EN-Jap translation? But then you manually modified the Japanese result, is it correct? So the Japanese version will look good for Japanese readers?
About "take seat", it means to "impersonate another player", "steal another player's position", "complete another player's turn".
 
v39 has been released.
It includes the Japanese localization made by CJ_GOROH.

Thanks again!





@Unstashable
It occurs because you're trying a load a savegame and there is some incompatibility between its mods and the ones you selected. In such a case civ5 cancels your mods selection and use the ones from the savegame. Typically this is because your selection miss one mod that is currently in use, or because you selected a mod that should have been selected at the time you created the game.
 
EDIT: I did read your "caution" file. You meant that Google did the EN-Jap translation? But then you manually modified the Japanese result, is it correct? So the Japanese version will look good for Japanese readers?
Thank you.
It is good in its recognition.
I think with the exception of the "take seat", and no problem notation of Japanese behavior and MOD.

About "take seat", it means to "impersonate another player", "steal another player's position", "complete another player's turn".
It was a notation that meets the only "complete another player's turn".
I have to re-appropriate notation.
I'd like to update the file.
 

Attachments

Hey DonQuiche I've got a question regarding Antiquity Sites.

For example if I filled in the tiles in my influence with resources does that overwrite a possible Antiquity Site? Like if I found a ruin or whatever triggers a possible dig site on that tile and put down a resource later on would the resource take the place of a possible Antiquity Site?
 
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