Sid Meier's Civilization V

Sid Meier's Civilization V

Ingame Editor
Showing 1-10 of 13 entries
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Update: Mar 2, 2014 @ 12:59am

v39.1

Small updates to the Japanese localization.

Update: Feb 28, 2014 @ 12:27am

v39

Includes the Japanese localization made by CJ_GOROH.

Update: Oct 29, 2013 @ 10:24pm

v38

Compatibility
* IGE is now resilient to errors thrown by civ5 when a mod with invalid player colors is loaded.

Update: Aug 1, 2013 @ 1:51am

v37

Bugfixes
* BNW: Civ5 was crashing on some computers when modifying a tile with a city on it.
* BNW: removed the archeology sites from the resources list since the sites created like that were invalid. It is not possible for mods to create valid sites.
* The algorithm deciding on which units and buildings to gray out was wrong in some cases.
* The quantity box for strategic resource was not working properly in painting mode.


Tweaks
* Added a warning on the tooltip of the nation intelligence wonder that can corrupt your savegame when added multiple times in order to get more spies than what you should be able to have.
* The "beacons" added by the Reseed mod are now hidden in the units panel.
* Expanding city borders is now much faster.

Update: Mar 6, 2013 @ 3:30am

v36

Support
* Now compatible with LuaJIT.

Bugfixes
* The "teleport unit" feature will not make the game crash anymore when performing a null move (source and target plots being the same).
* The "teleport unit" feature will now properly move the selected unit rather than all the units on the source plot.
* Editing the terrain with the "explored" option will not also disable the fog of war anymore (as if you had an unit there).
* Editing the terrain with the "explored" option, then using the "unexplored" one, will not leave the tile forever unexplorable.

Localization updates.

Update: Sep 25, 2012 @ 4:42am

v32

Bugfixes
* The "explore map" and "reveal map" buttons on the player panel were no longer working since v30 or v31.
* Added an option to disable the IGE strategic map replacement in order to prevent crashes on some computers.

Update: Aug 23, 2012 @ 4:22am

v31

Bugfixes
* Mods that deleted religions could sometimes prevent IGE to launch.

Localizations updates
* Chinese (yche2990)
* Italian (Error404)
* Russian (Zodiak69)
* Spanish (EmeraldViper)

Update: Aug 7, 2012 @ 11:44am

v30

New features
* When using IGE, the strategic map is replaced by a custom version that is correctly updated on every terrain change!
* Added debugging informations for modders on the tool tips (coordinates on plots, ID and type on buildings, resources, etc).


Bugfixes
* The highlighted unit in a unit class on the units panel was often wrong since v29.
* The map tool tip was always reporting unknown resources even if you unchecked the corresponding option.
* If you forced a city to work some plots, they were messed up after some terrain editions in this city's neighborhood.
* The fog systems should now be resilient to a very rare civ5 bug that caused all your map to be revealed when editing terrain. They also have been simplified to a great extent thanks to a better understand of fog in civ5 (Firaxis, we need documentation ffs!)
* If you edited a hex while the map was revealed, the fog over this hex was incorrectly removed.


Changes
* When a mod changes the tool tips for buildings or units, IGE will now use those tool tips. Same goes with mods adding extra-production/gold/food/culture/faith to cities.
* The "glance at map" and "bring camera home" features were not working when you took the seat of an AI player (since pre-G&K patch?). Since it is not possible to fix those cases, those buttons are now hidden when you're taking a seat.
* To prevent random crashes on some computers when deleting a file, IGE will no longer clean up its files by default, this behavior is now optional (right-click IGE). As a result you may see redundant files that all have the same name.
* Some of the hex highlights were set to have an orange color but this is no longer supported since the pre-G&K patch and they were actually displayed in red. They are now displayed in yellow.
* The water hexes edition and painting UI have been consolidated since I now better understand how civ5 deals with lakes, seas and oceans. (Firaxis, we need documentation ffs! )
* Replaced "hide unknown resources" with "show unknown resources".
* The map tool tool tip now displays units.

Localizations
* Added a Russian translation, thanks to Zodiak69.

Update: Jul 16, 2012 @ 9:56am

Oops

Update: Jul 16, 2012 @ 9:09am

v29

New features
* There are now compatibility filters for mods on the fallback techs panel since not every mod interpret things the same way. All techs will be visible by default and you can choose between different filters to hide techs that should be hidden for the active mods. Those options are not displayed when the vanilla tech layout does the job.


Bugfixes
* As with barbarians, selecting a city state as the active player now automatically uses the safe mode to prevent crashes.
* When using "save & reload" or "autosave", IGE will now correctly overwrite the corresponding previous IGE files, and delete the redundant ones.
* The previous fix should also hopefully prevent (another) crash on startup when using IGE on macs.
* When spawning religous units, IGE sometimes triggered a civ5 crash.
* When spawning religous units, IGE sometimes encountered a civ5 bug that left it believing the unit was created while it was not.
* When creating a wonder with IGE the wonder popup will now be correctly displayed if the turn number is zero.
* When creating a wonder with IGE the wonder popup will now be displayed once, not twice.
* When modifying a hex, IGE won't force a resource update on all hexes previously modified.
* You are no longer limited to two digits when directly typing numbers in the edit boxes for culture, faith and gold on the players panel.
* Unique units or buildings belonging to specific classes without any unit or building common to all civilizations, such as the Barbarian Galley, were not displayed on the units panel and the cities panel.
* Now supports more than 11 religions on the units and cities panel (I previously thought it was a built-in limit)
* Standard city banners are now corretly updated if you destroy a city in IGE.