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Old November 7, 2002, 05:14   #1
Gunter
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Is there a way to mod during a running game?
I noticed that the editor mods works only restarting ex novo a new game.

I miss a mod and now my bomber are not lethal,but I'm on industrial age.

Of course I can't modify this because the game is already started and I noticed editor mods work only for new game.

Do you perhaps know a way to use the editor succesfully even if the game is already started???????

Thanks a lot mates

Boomer
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Old November 7, 2002, 12:16   #2
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Do you perhaps have any info???

Thanks

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Old November 7, 2002, 12:20   #3
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I am not a modder myself, but I have read many times that once you start the game, you have to stick to the rules. Ingame modding impossible, they say.
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Old November 7, 2002, 12:27   #4
Gunter
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I'm talking about modifications done by the original editor of CIV not external mods.

I have already added several units,terrain types etc...not what I need is only enable lethal bombing of bombers that I miss to flag.

Do you think there is a way to use the official editor during a running game?

Thanks

Boomer
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Old November 7, 2002, 12:31   #5
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nope, note since 1.29
the bic file get's incorporated into the save game (or something like that )

Maybe Grampho's tool can help you out
got to the files files' section for more info
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Old November 7, 2002, 18:59   #6
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This is one of the reasons the debug mode was added to the editor -- you can test out your mods before you engage in an actual game that could last a long time.

Dan
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Old November 7, 2002, 19:26   #7
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Old November 7, 2002, 20:05   #8
Dan Magaha FIRAXIS
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I never left! I'm just working on other stuff so I'm not as up-to-speed on Civ as I used to be.

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Old November 7, 2002, 20:08   #9
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other stuff?

Care to give Poly an exclusive on breaking some news?
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Old November 7, 2002, 20:52   #10
Dan Magaha FIRAXIS
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when the time is right, perhaps. Right now I think I like being gainfully employed.

Dan
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Old November 8, 2002, 06:04   #11
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I really look forward to the debug-mode. Today when I f.ex. tweak a unit, I make it available from the start of the game, test it till it works like intended and then place the availability where it should be. A debug-mode is very welcome.
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Old November 8, 2002, 11:40   #12
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Quote:
This is one of the reasons the debug mode was added to the editor -- you can test out your mods before you engage in an actual game that could last a long time.

Dan
I hated this new feature - the fact that rules are saved in a savegame, I mean, not the debug mode .
Usually, you see the errors in balance, or the little mistakes, when you're already deep into the game. So either it's a restart from scratch, either it's playing with the bugs (which is extremely annoying).

I would love to have this as an option (choose to save rules into savegame or not).
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Old November 8, 2002, 11:50   #13
Gunter
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Meee tooo,if it was possible of course...

Is this perhaps a barrier to prevent cheating in MP?

Is there a readme in order to use properly the debugger?Maybe I miss it...

thanks

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Old November 8, 2002, 13:55   #14
Dan Magaha FIRAXIS
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IIRC, the debug mode can't be enabled in MP games, it's just for testing scenarios in SP. I think there is a list of debug mode commands in the editor help file.

AFAIK the reason the change was made to include the rules in savegames was that we were finding a lot of the support requests and reported bugs were directly connected to people who were messing with the rules files of games currently in progress. It can have really strange effects, so it was a general issue of improving stability to include the game rules with savegames.

Dan
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Old November 8, 2002, 18:17   #15
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(so just an option that is "on" by default)

(or even a command line to pass to dissociate the savegame from the rules)


(pleaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaase !)
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