Amra's ALH Modpack for v1.61 (using Animated Leaderheads)

oh man arma - this makes me vety confused - i dont know which mod to play!

mine ot yours!!!!!!

ok, i think i have a new project now..... i will merge my 3uu with you mod - i really like what you did,

say...did you used my "merkava" nave for the israeli tank - i liked the grafic you chose for it - though it should apear more like abrahms tank (american) ? and maybe some other names?
 
In regard to tree planting. I like it in the game but does have to be expensive to build in terms of length of time. I have not played 1.80 yet but I am about to give it a whirl. Thankyou so much for all of the hard work.
 
keldath said:
oh man arma - this makes me vety confused - i dont know which mod to play!

mine ot yours!!!!!!

ok, i think i have a new project now..... i will merge my 3uu with you mod - i really like what you did,

say...did you used my "merkava" nave for the israeli tank - i liked the grafic you chose for it - though it should apear more like abrahms tank (american) ? and maybe some other names?
Thanks for the compliments! Such a dilemma on what mod to play. :crazyeye:

Regarding the Merkava tank, I used the T-84 tank (by Snafusmith, of course) found HERE. I thought it looked pretty close & I liked the desert camo paintjob on it.

If you want to make a 3rd UU mod for my modpack, you are more than welcome to. I'll post a link on page one if you do. :goodjob:
 
Toys®Us said:
It was fun also to see a "Barbarian Scout(!)" and to capture "Animals".
The "Units Statistics" icon is a nice add-on.
The "Lost Civilization" resource is interesting...
The Barbarian scout must have been left over from trying to merge the Unique Barbarian Mod in or perhaps something to do with the Ethnically Diverse units. I guess I forgot to disallow them when I removed the mod. Oh well, I doubt it was very hard to defeat.

I also think the Unit Statistics mod is great and the Lost Civilization resource isn't quite what I had originally envisioned. I wanted something new for the desert tiles but had hoped to be able to assign unique names to each resource as with units (great people). I thought it would be cool to have each resource be named something along the line of "Lost Civilization of Assyria" or "Lost Civilization of Atlantis", etc. You get the idea. Unfortunately, it can't be done without modifying the SDK files. I don't want to go there. :crazyeye:

Toys®Us said:
Amra, about the "Naval Mines". CAN ONLY DEFEND, I agree. But why not invisible, like the submarines or spies? Think about it...;) ....seriously. :rolleyes:
Invisible naval mines... Accurate, but pure evil and it would make things very interesting.

Toys®Us said:
And... I tried to compress your MOD with 7-Zip, and the size is just 124MB (self-executable). Not bad, hmmm?
Whew! That's 23MB less, impressive. I will check out 7-zip before my next version. Thanks. :goodjob:
 
Civmatrix said:
In regard to tree planting. I like it in the game but does have to be expensive to build in terms of length of time. I have not played 1.80 yet but I am about to give it a whirl. Thankyou so much for all of the hard work.
Your welcome. I will give the tree planting some more thought for the future.

FYI, and to anyone else who may be interested, As much as I thought I would let this modpack rest until after Warlords, I've been working on a patch this weekend to add 12 new resources (most from Greenmod by Master Lexx). I'm finding that I really would like the extra variety and want to do some testing with them. And am willing to suffer thru any possible CTD problems.

If I post the patch (Is there any interest?), it will be an optional patch for those who want it & will come with a "use at your own risk" warning label.

The resources I have added are:

Barley (with 2 buildings, a Brewery & a Tavern) Mmmm... Beer.
Coffee
Cotton
Lemon
Hemp
Natural Gas (with 1 building & 1 Improvement. Credit to Sevo)
Pearls
Potatos
Rubber (Credit to Ganart)
Salt
Sulphur
Tobacco

As part of the "Use at your own risk" warning, I'm making some units require a few of the resources to be built and, as such, there may be some play balancing issues afterwards. I am trying to give each unit some thought, however. I'm not just attaching bonus requirements willy nilly. Pell-mell maybe, but never willy nilly. :D
 
Invisible naval mines... Accurate, but pure evil and it would make things very interesting.
Yes, 100% invisible. CANNOT be detected at all. Except if there's a war and you swim on it...:D
Pure poison... for the players or the AI. :satan:

I've been working on a patch this weekend to add 12 new resources
I'm interested. I'll try your new patch, but for me, just add the sulphur (NECESSARY to build the grenadier & rifleman) and it will be great.
Your choice, your MOD!
:)

Many thanks Amra!
 
Toys®Us said:
"Aegis" cruiser is a good choice. The "Computer" technology is needed.
Right now, the unit xml file has a tag for subs called "INVISIBLE_SUBMARINE" that makes the sub invisible to all except Aegis Cruiser, Destroyer, & other subs. Unfortunately, this tag needs to be on all units that can see it too. I will check to see if a unit such as the Aegis (which was my thought also) could have more than one tag, so that it can see more than one kind of invisible unit. It doesn't appear that it can.

The other option, which will work, is to add the "INVISIBLE_SUBMARINE" tag to the Naval Mine. This would mean that the Destroyer, Aegis, AND the Submarine could all see it. I don't know enough about naval warfare to say whether that would be somewhat accurate.
 
The price of a state-of-the-art U.S. Navy Aegis cruiser is about $1 billion. The price of a low-tech underwater mine capable of crippling an Aegis cruiser is as low as $2,000. Protecting ships and sailors from these cheap, easy-to-deploy weapons -- which nearly sank the Aegis cruiser U.S.S. Princeton and the amphibious ship U.S.S. Tripoli during the Gulf War -- is a Navy priority. Defense Secretary William Cohen recently directed an additional $315 million to the Navy's mine warfare budget for fiscal years 2000 to 2005 "to translate the 'organic vision' to executable programs and deliver this capability to the fleet."

APRIL 1; 1999
The Office of Naval Research and the Defense Advanced Research Projects Agency are sponsoring development of a new mine-detection technology that promises to significantly improve the Navy's ability to detect and clear underwater mines.

The technology uses a new wavelet technique for computer noise removal from and compression of side-scan sonar images, and a statistical classification method to make very subtle judgements about whether or not an object really is a mine. Researchers working on the project report that the wavelet technique decreases the number of undetected mines by at least 50 percent. Statistical classification, combined with wavelet-based filtering dramatically decreases the number of false alarms.

You see? The problem is still there... but computers help a lot.
Is it possible to add the tag just to the Aegis cruiser ?
:confused:
 
Yes, 100% invisible. CANNOT be detected at all. Except if there's a war and you swim on it...
Pure poison... for the players or the AI.

I was right maybe then. It's impossible to detect naval mines with 100% accuracy (today, July 2006). :lol:
 
Toys®Us said:
I was right maybe then. It's impossible to detect naval mines with 100% accuracy (today, July 2006). :lol:
This is probably what you want then (see screenshot). Making a unit invisible to all units is very easy as with a spy. In theory anyway, I haven't tried it in agame yet but it shows invisible in the Civilopedia.

Anyway, in Civ4UnitInfos.xml, under the entry for UNIT_SEAMINE, just change <bInvisible>0</bInvisible> to <bInvisible>1</bInvisible>

Invisible_Naval_Mine.jpg
 
Toys®Us and anyone else who may be interested,

I have added a Resources Patch in the Downloads section of post#1. It is purely optional & use at your own risk. It will add 12 new resources (with unit requirements), 4 buildings, & 1 improvement to my modpack. Please see post#1 for more details.
 
Hadrean said:
At my own risk???
It won't screw anything up with the game but I can't guarantee that my modpack won't start suffering any crashes to the desktop again. If it does, then just use plain version 1.80 again without the extra resources. It is purely an optional patch. The "at your own risk" language is probably a little strong and only means that I won't be trying to fix any crashes that the extra resources may cause.

I really just missed the extra variety and personally wanted to try using them again, that's all.
 
Amazing work here Amra !:goodjob:

Those animated LH's- wow !!

Would absolutely LOVE to see GANART's (EXTENDED MOD) Crusader Tech/ Wonder and Crusader Unit somehow incorporated into your mod.

For me personally, that would be a dream come true- to play with my favorite civ- Hyborians (under Conan), while watching the Dragons, Legions and Crusaders establishing their Realm ............................

Keep up the superb work.;)
 
Amazing Game said:
Would absolutely LOVE to see GANART's (EXTENDED MOD) Crusader Tech/ Wonder and Crusader Unit somehow incorporated into your mod.
Yeah, I saw his mod obviously (very nice graphics work), and borrowed his stables & Rubber resource for my resource patch. I asked his permission but had not heard back from him on that, hope he is okay with it.
 
Nice job Amra!
I'm trying your new MOD with the patch (resources), and no CTD yet; 248 turns. (Huge Map, Marathon speed).
A sunny day outside, so I'll continue tonight.

I added the tag "INVISIBLE_SUBMARINE" to the naval mines. It is MORE accurate than it was before. Destroyers, Aegis or Subs are able to detect mines "sometimes". But a galley ??? :rolleyes:

I saw the "Malboro" icon and laughed a lot!
I'll let you know later if I found a serious bug.
Thanks Amra.
Impressive work again!
:)
 
Back
Top Bottom