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#1 |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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[WARLORDS] Amra's Modpack v2
Amra's Modpack v2.10 (Final for Warlords) All civilizations in this modpack have animated leaderheads and 2 Unique Units. A version for Beyond The Sword can be found HERE. For an earlier Civ4 v1.61 (non-Warlords) modpack, visit HERE ![]() Preview new leaders and Civilizations ..![]() Additional Screenshots & Info -- Frequently Asked Questions - 40 New civs (64 total in game) with Animated Leaderheads - Ethnically Diverse Units & 2 Unique Units for all civs - Enhanced Advisors & other popular interface changes - First contact dialogue, DiploMusic & Full pedia entries - New Resources, Techs, Wonders, Buildings & Improvements - More Religions, Favorite Religions & Inquisitors - More Great People with GP mod art & quotes - More Promotions including Air Units ABOUT THIS MODPACK My goal with this modpack (besides having fun) is to provide a free expansion pack with more of everything including Civs, Leaders, Units, Buildings, Wonders, Resources, Techs, Religions, Mod Components and Popular Interface/Graphical changes that enhance/extend the gameplay and visual style of Civilization IV. I enjoyed creating this modpack and hope others will will have fun playing it. ... ... ...![]() 12/15/2007 - File has been re-uploaded to AtomicGamer. Be aware, however, that it is still only for Warlords version 2.08 and NOT version 2.13 I AM CURRENTLY WORKING ON A VERSION FOR BTS. - Ever so slowly, but I am working on it. Also, I am sorry but I will no longer be supporting this version as I do not play Warlords any more and am concentrating my free time on the move to BtS. In the meantime, if you are looking for a similar modpack for BtS v3.13, I would suggest Marnzmod. Give it a try. DOWNLOADS Main download version 2.10a (188MB 7-Zip archive): DOWNLOAD LINK 7-Zip utility can be found HERE. Optional Patches Please note that the Ranged Bombardment patch & the 15 Resources patch are currently exclusive of each other. That is, you should NOT install both, only one or the other. If you would like both of them combined, then please let me know & I will do so upon request. Thanks... Amra Dale's Ranged Bombardment Add-on - Extract to your \Sid Meier's Civilization 4\Warlords\Mods folder. By request, this will add Dale's Ranged Bombardment to Amra's Modpack v210. If you think you may not like it then backup your Amra v210 folder first as it will overwrite some files & there is no option to uninstall it. This is NOT compatible with prior savegames and should NOT be installed with the 15 Resources patch below. 15 Resources patch - Extract to your \Sid Meier's Civilization 4\Warlords\Mods folder. By request, this small patch reinstates the 5 new resources (Olives, Potato, Hemp, Pearls and Rubber) as well as the unit resource requirements that were removed in v210. This is NOT compatible with prior savegames and should NOT be installed with the Ranged Bombardment patch above. Amra 24 Player Scenario Maps - Extract to your \Sid Meier's Civilization 4\Warlords\PublicMaps folder. (Only necessary if using the 24 player DLL) When starting a game, select "Single Player" then "Play a Scenario" and look for the maps starting with "Amra". Note that this patch does not include a Earth1000AD map, I couldn't get that one to start up for some reason. Rhye's 24 Player Earth Map - Extract to your \Sid Meier's Civilization 4\Warlords\PublicMaps folder. (Only necessary if using the 24 player DLL). Full credit to Rhye. Note that the 24 player maps will not include any of the new resources (which means you will not be able to build some buildings such as the Munition Factory, Brewery or Tavern). They have not been edited to that extent yet. If you edit one or all and would like it posted here, then please let me know & thank you. Other Recommended Downloads Blue Marble Mod - Nicer terrain graphics even on older computers using their low-res option CIV Gold - No interface or gameplay changes but a LOT more quality civs (soon to be double what I have) in one tidy package. All with animated leaderheads. Fall from Heaven II - A very well done fantasy mod (you probably already know that) Just Another Mod Chooser - A handy little utility for easily switching between mods INSTALLATION Extract this file to your Warlords "Mods" folder within the Warlords game directory. For example, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\MODS. It should create a folder called "Amra v210" that will include all of the modpack files. In game, click on "Advanced" and then "Load a Mod" to play. If you want this mod to load automatically every time you play Civ4 Warlords then edit the "CivilizationIV.ini" file in your "\My Documents\My Games\Warlords" directory. Search for "Mod = 0" and change it to "Mod = Mods\Amra v210". Please note that Multiplayer requires all players to have the same version of this mod installed and loaded when playing. I do not play on multiplayer, however, so this is largely untested in that respect. Note that the modpack includes a 24 player DLL file. It can be found in the "Amra v210\Assets" folder. To use it just backup the other DLL in that folder and then rename the 24Players DLL. For best results and more control over this mod's new features, use the Custom Game option when starting a game. MISC NOTES/DISCLAIMER This is not necessarily an exact recreation of recorded history right down to the last painstaking detail, as evidenced by some of the civs and units. I have, however, tried my best to portray each of the new civs and rulers as accurately as possible but I am limited by the 3D models available. Many of the reskinned leaderheads have swapped animations in an effort to set them apart from the retail leaderheads. A lot of the mod components included in this modpack are configurable by an ini file located in the modpack's main directory. Tweaking them should be self explanatory. However, if you need help please review the included readme files or check the modmaker’s Civfanatics forum thread. New with v2.10: You can now view the FAQ, Mod Component Info, and more from within the Sevopedia. Look for Amra in the Game Concepts menu or from the Sevopedia index. Spoiler for GAMEPLAY CHANGES:
Spoiler for INCLUDED MODS:
Spoiler for KNOWN ISSUES:
Spoiler for CREDITS:
Please post comments and give me feedback, good or bad. If you find a bug, let me know so that I can try to fix it or remove the non-working component in any future versions. If you think something should be changed, let me know with a reason why or an alternative suggestion. Thanks and Enjoy!
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"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
Last edited by Amra; Jun 07, 2008 at 09:58 PM. |
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#2 |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Additional Screenshots & Info
Here are some screenshots of some of the features of Amra's Modpack v2.10 as well as informational spreadsheets on the leaders, civs, etc. Please note that I do not take credit for creating these components (see post#1 for proper credits), I only added them into my modpack and thought some people might want to preview them before committing to such a large download.
__________________
"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
Last edited by Amra; May 15, 2007 at 06:08 PM. Reason: Updated progress |
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#3 |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Frequently Asked Questions
![]() Please read through this FAQ before posting questions on the Modpack's forum. It is very possible that someone else has already asked your question and the answer is included below. If you are having problems seeing the user interface in modpack, please see THIS POST. Thank you rebakan for the helpful info. 1.) Why did you include the abc civilization and not the xyz civilization? I have mostly chosen which civs are included in my modpack based upon who I think I can reskin an existing 3D model to look like. Or, as with the Aesir, Hyborians and Pirates, I wanted to include some civs that are fun and different. This is a game, after all. 2.) I don't want the abc civilization in my game. Is there an easy way to remove it? Yes. Simply edit the "CIV4CivilizationInfos.xml" file located in Amra v208\Assets\XML\Civilizations\ with Notepad, find the civ in question and change the values for "bPlayable" and "bAIPlayable" from "1" to "0" 3.) Why do the majority of the new civs have only one leader? One of my goals with this modpack has been to include as many new civs as possible without reskinning any particular 3D model more than once so as to keep the new leaders from looking too familiar. Obviously, I have broken this rule a few times but do not currently have any plans to add more civs (unless there is another Firaxis expansion pack). 4.) Why don't some of the new leaders look more like their real life counterparts? I am not a computer 3D artist (or programmer for that matter) and am limited by my talent, or lack thereof, and the retail 3D models available. 5.) How can I change the name of a Leader or Civ that is displayed in game (ie: "Vittorio" to "Vittorio Emanuele II")? With Notepad, open the "Amra_CIV4GameText_Civs.xml" file located in "Amra v208\Assets\XML\Text" folder and search (CTRL-F) for the name, as it is now, that you want to change. For instance, search for "Vittorio" and you should go right to the "TXT_KEY_LEADER" entry. From there, change the 5 entries for English, French, German, Italian, and Spanish to whatever you would like displayed in game and on the menus. 6.) What is the difference between this and CIV Gold or VISA? CIV Gold adds many quality civs (more than double my modpack) but does not currently have any interface, gameplay, or SDK changes included. I have used various civs and LH's from them and vice versa so chances are that many of the civs will be similar. Also, the civs in my modpack all have 2 UU's versus the standard 1 UU. VISA modpack used my v2.00 modpack as a base but has added MANY more unique units and components to where the only similarities now are the new civs and leaderheads from v2.00 of my modpack. Both mods are well worth checking out whenever you get an opportunity. 7.) I am getting an error message or CTD (crash to desktop) when playing. What do I do? I have tried to test this modpack as best as I can but I am only one person and not a team with a QA Dept so I apologize if this modpack causes any errors in Civ4. First, try to reload the last save game you have and continue from there. If that does not work then PM me or post on my forum the last savegame that you have prior to the crash. It would also be helpful if you can turn on all the logging options in "CivilizationIV.ini" and then zip up the contents of your Log folder for sending to me. 8.) I thought you said that this modpack includes Ethnically Diverse Units, yet I can't see them in the Pedia. Why is that and can I change it? The Sevopedia update includes an option to hide any duplicate named units. I turn this option off while compiling and testing my modpack but then turn it back on when I am done. This allows the Pedia to show only the true unique units for each civ and I thought people might like to be surprised by the EDUnits during gameplay. However, if you want to view all units in the Sevopedia, then edit the "Sevopedia_GlobalDefines.xml" file located in Amra v208\Assets\XML\Sevopedia with Notepad and change the value for "PEDIA_HIDE_IDENTICAL" from "1" to "0" There are a few other self-explanatory options located here for the new Sevopedia that you may or may not want to play with. 9.) Sometimes when I play I will come across two civs next to each other that have border colors very similar to the point where they blend together. Why is that and is there any way to fix it? Not without creating problems with other civs. I have tried my best to ensure that each civ has a different primary color but unfortunately, when you have 64 total civs, it is bound to happen. 10.) A lot of the civ's flags are white or do not display properly. Or... I do not like the new flags for the retail civs by Bad Ronald and want the original flags back. How can I fix either of these two things? In the Amra v208\Assets\XML\Art folder you will find a "CIV4ArtDefines_Civilization.xml_Firaxis_Origi nal" file. Rename it to "CIV4ArtDefines_Civilization.xml", obviously deleting the current file first - that file is already backed up as the .xml_Amra_Default file. This should fix any white flag problem for all but about a dozen of the new civs. I need to create new flag graphics for those and will post a seperate fix for the video card challenged users as soon as I can. [EDIT] Apparently, there is a problem with the German replacement flag in my modpack being named the exact same as the original Firaxis German flag. Therefore, the above instructions will revert all the retail flags EXCEPT Germany. To fix this, download THIS FILE and extract to your Warlords Mods folder (exactly like the original modpack installation). 11.) I would like Tech Trading to be available with Alphabet (instead of Guilds) like in the retail game. How can I change this back? It is a two step process. FIRST, edit the "CIV4TechInfos.xml" file located in Amra v208\Assets\XML\Technologies with Notepad and search for "Type>TECH_GUILDS</Type". Then scroll down and change the value for "bTechTrading" from "1" to "0". SECONDLY, search for "Type>TECH_ALPHABET</Type". Scroll down and change the value for "bTechTrading" from "0" to "1". Both parts of this procedure are important or the game may not have ANY tech trading when you are done. 12.) How do I enable the Move Highlighter mod? You said it was included but disabled. In the Amra v208\Assets\Python folder, edit the "CvCustomEventManager.py" file with Notepad and find the two lines that include "MoveHighlighter" in them. At the beginning of each line you will see a "#" character. Simply delete the "#" from the beginning of both lines to enable the Move Highlighter. Sorry to make you jump through those hoops. I personally preferred the Firaxis default after trying it but understand that some players may want to use it. 13.) All or some of the new leaders are only displaying in game as floating eyes and teeth. What's up with that and can it be fixed? It's just plain creepy. This is what's known as the "Cheshire Cat" bug. I was not aware until recently that a small minority (as far as I know) of users are experiencing this problem. If you are experiencing this problem then you can help me by letting me know if it is only one or two new leaders (please tell me who), all the new leaders, or all leaders in the game including the original retail ones. Basically, I need more information before I can post a fix. I am theorizing that as of v2.08 it is a non-shader problem with just Casimir and Sobieski as those two leaders do not have a non-shader version. None was provided by the original creator and I need to create them from scratch. I, however, do not have any method of testing this as my computer displays all the leaderheads properly. Therefore, I need your help to gather more info, prepare a fix, and test it. 14.) I see something that I created (Unit, Building, LH, etc) in your modpack but you didn't give me any credit in your readme file. Are you a no good dirty rotten scoundrel, or worse? Now, now, let's try to refrain from any name calling. I have tried to keep very meticulous track of the credits for my modpack, but I am only human and may have missed someone or two. If I missed your name then please PM me and I will include you in the credit list when I post any patch or update. In the meantime, thank you for your hard work. It is appreciated. 15.) Can I use leaderheads, units, buildings, civs or other elements from your modpack in my own mod to be posted online? Of course. Please try to credit the proper person (see question #14) by looking through the Readme file. You will need a utility called PakBuild to extract the art files. This can be found in the utilities section of Civfanatics.com or by googling. 16.) What... is the air-speed velocity of an unladen swallow? What do you mean? An African or European swallow? 17.) Has this modpack been translated into languages other than English? No. I only speak English and do not have the knowledge or time to complete such a massive undertaking. It should still work on alternate language installations though, as I have included XML entries for other languages. They are just in English. 18.) How many hours did you spend putting this modpack together? I have long since lost track but I would have to guess at least 600 or so hours over the last year, probably more. I have enjoyed it, however, so it has rarely seemed like actual work. 19.) It's American Football season (Sep - Jan) and you are nowhere to be found on the Civfanatics forums. Are you dead or just in a Football, Doritos and Pepsi induced vegitative state? Probably the latter. I'm in my mid 40's and have watched the NFL for about that many years so it is my first hobby. I also play Fantasy Football and usually about mid August I start to find that I don't have enough time to split between my family, football and Civ4. And since I've enjoyed football for so long and I am contractually obligated to pay attention to my family, Civ4 tends to go on a back burner. 20.) Will there be any more updates to this modpack in the future? I'm not really sure. As of 6-12-2007, I am taking an indefinite hiatus from Civ4 modding. I have found that I am spending way too much time on Civ4 (I bet I'm not the first person to ever say that ) and I need to step back and catch up on the real world. Please see THIS POST for more info.Let me just say that If I purchase the BTS expansion and update this modpack for my own personal use, then I will be sure to post it here. 21.) Can I access this FAQ or other information on your modpack from within the game? I'm glad you asked and yes you can. Simply open the Sevopedia and click on "Game Concepts". Near the top of the list you should see several entries regarding my modpack. All very boring and monotonous, but what the heck, you asked.
__________________
"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
Last edited by Amra; Jun 12, 2007 at 08:22 PM. |
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#4 |
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WoC Team Member
Join Date: Feb 2006
Location: Overland Park, Kansas
Posts: 1,216
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thanks for your hard work dl now
looking forward to this
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World Of Civ Forum: http://forums.civfanatics.com/forumdisplay.php?f=276, WoCiPedia: http://woc.dreamhosters.com/wiki/ind...itle=Main_Page, Visa mod here:http://forums.civfanatics.com/forumdisplay.php?f=230
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#5 |
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Lighting Up Your World
Join Date: May 2005
Location: USA #1
Posts: 12,196
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This looks pretty sweet.
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Brought to you courtesy of the red, white, and blue! |
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#6 |
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Chieftain
Join Date: Aug 2006
Location: Doncaster, England
Posts: 21
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Great work, now to combine it with the 24 civs mod and get going Tomorrow, it's early in the morning where i am. Untill then, i'll be anticipating my attempt at world domination.
From the comfort of my own home of course. |
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#7 |
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It Stinks!!!
Join Date: Mar 2006
Posts: 833
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Amra, did you see my post in your old thread?
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#8 |
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Warlord
Join Date: Nov 2005
Posts: 165
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Excellent. Just fired it up myself and no probs that I noticed.
Thank you Amra!!! |
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#9 | |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Quote:
![]() [EDIT] I plan on using Andranik.
__________________
"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
Last edited by Amra; Aug 29, 2006 at 08:47 PM. |
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#10 |
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WoC Team Member
Join Date: Feb 2006
Location: Overland Park, Kansas
Posts: 1,216
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Amra played to year 1565, no problems to report. love the tobacco and barley resources. Nice job
__________________
World Of Civ Forum: http://forums.civfanatics.com/forumdisplay.php?f=276, WoCiPedia: http://woc.dreamhosters.com/wiki/ind...itle=Main_Page, Visa mod here:http://forums.civfanatics.com/forumdisplay.php?f=230
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#11 | |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Quote:
Let me know if you find any problems. I'm pretty busy this week what with Fantasy Football starting up again but I will obviously try to fix any bugs as best I can.
__________________
"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
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#12 |
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Chieftain
Join Date: May 2006
Posts: 72
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Thanks
HUUURRRRAAAYYYYYY
Ill begin sending it to my friends to play some multiplayer right away, Thanks!
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#13 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,881
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well done amra - pure buety.
may i have your blessing to begin mergin my 5uu? and perhaps barrow some of your ub? - for my sevomod for warlords? again, great job. |
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#15 |
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History nerd
Join Date: Jan 2002
Location: USA
Posts: 130
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Downloaded it. What are appropriate maps to use with it?
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#16 |
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CIV Gold - Project Lead
Join Date: Nov 2001
Posts: 2,421
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Looks great!
As discussed, I'll be using several of your UBs for CIV Gold - Warlords. Thanks for all your work. Look forward to playing it. |
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#17 |
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Prince
Join Date: Dec 2005
Location: A state of Fear and Loathing
Posts: 523
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As usual, much pwnage to be had , thanks Amra
__________________
Whenever they's a fight so hungry people can eat, I'll be there. Whenever they's a cop beatin' up a guy, I'll be there . . . I'll be in the way guys yell when they're mad an'-I'll be in the way kids laugh when they're hungry an' they know supper's ready. An' when our folks eat the stuff they raise an' live in the houses they build-why, I'll be there. |
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#18 |
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Chieftain
Join Date: Nov 2005
Posts: 25
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What maps can I used for this mod, so that I can have special resources like Olives, etc? Thanks.
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#19 | |||
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Quote:
Quote:
How they gonna do this year?Quote:
@NickSD & Argpmait I'm not really sure about your map questions as I haven't gotten into that. At one time, niust had made a Earth map for the vanilla version of my mod but I'm not sure if it will work with version 2. Here is the link: http://forums.civfanatics.com/showthread.php?t=173111 Maybe someone else out there knows more about civ4 maps and can help with this question.
__________________
"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
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#20 |
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Composite Of A Composite
Join Date: Jul 2006
Location: Austin, TX
Posts: 899
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Reguarding Maps:
I seem to answer this one a lot on other threads. Ok since Amra uses greenmod and then extended resources and then some, most maps while they will work do not have the extended resources... That being said there are some maps created for Sevo and Amra's resources for 1.61 you need to rename the file so that warlords can read it but other than that that should give you some maps with "Some" (If not most) of the custom resources. But like say rubber is missing from all of those and I think rubber is tied into a tech and unit so this might be a problem. Check the Maps Forum for those Of course, Random, Smart Map, Planet Generator ect will work fine and generate the additional resources. |
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