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

H.GrenadeFrenzy said:
Do you moonlight on other people's mods....Just cururios because skills may be bountiful elsewhere but few are dedicated to the job of art for arts sake........and your skills need to be spread to all they can.
Thank you for the nice words. Yes, I've been helping Civ Gold with some leaderheads, I think they should be releasing it very soon (if I can finish up a few more this weekend) :D
 
Toys®Us said:
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!
:)
Thanks! A galley still saw the naval mine? I checked the xml and they are not set up to. Odd...:crazyeye:

Glad you liked the tobacco resource, did you build a brewery yet? Be sure to read Sid's tip for that one. :D
 
Amra, I have an IMPORTANT question.
Help me... :(
I was able to put a tag on the "Aegis Cruiser", so now it is the only unit able to see the "Naval Mines".

1- (Not sure if you're able to unclude the change in your MOD directly)
The trick is to add the tag in Civilization 4\Assets\XML\BasicInfos\CIV4BasicInfos.xml

Like that:

<InvisibleInfos>
<InvisibleInfo>
<Type>INVISIBLE_SUBMARINE</Type>
<Description>TXT_KEY_INVISIBLE_SUBMARINE</Description>
</InvisibleInfo>
<InvisibleInfo>
<Type>INVISIBLE_SEAMINE</Type>
<Description>TXT_KEY_INVISIBLE_SEAMINE</Description>
</InvisibleInfo>
</InvisibleInfos>

2- Put the entire file CIV4GameTextInfos_Objects.xml in Civilization 4\Mods\Amra's ALH Modpack\Assets\XML\Text.
In it, you add :

<TEXT>
<Tag>TXT_KEY_INVISIBLE_SEAMINE</Tag>
<English>Naval Mines</English>
<French>
<Text>Naval Mines</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Naval Mines</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</German>
<Italian>
<Text>Naval Mines</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</Italian>
<Spanish>
<Text>Naval Mines</Text>
<Gender>Female</Gender>
<Plural>0:1</Plural>
</Spanish>
</TEXT>

3- In Civilization 4\Mods\Amra's ALH Modpack\Assets\XML\Units\CivUnitInfos.xml, you change the line <SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible> to <SeeInvisible>INVISIBLE_SEAMINE</SeeInvisible>

But, now the Aegis is just able to see the naval mines, not the submarines !
How I edit the file CivUnitInfos.xml so the Aegis will see both units???
:crazyeye:
 

Attachments

  • Aegis Cruiser.JPG
    Aegis Cruiser.JPG
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Toys®Us said:
But, now the Aegis is just able to see the naval mines, not the submarines !
How I edit the file CivUnitInfos.xml so the Aegis will see both units???
:crazyeye:
The Naval mines, Submarine & the Aegis would all have to have the same tag. However, I think there can be only be one tag per unit. So... if you do that, then other units would not be able to see just the submarine but instead both the mine & the Sub if you gave them the same tag also.

This was the problem I was running into when you first asked about invisible mines.
 
No. I didn't explain myself correctly...

In CIV4UnitInfos.xml (in your MOD foler), 2 lines were modified:

1- For the SEAMINE:

<Invisible>NONE</Invisible> to <Invisible>INVISIBLE_SEAMINE</Invisible>

2- For the Aegis:

<SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible> to <SeeInvisible>INVISIBLE_SEAMINE</SeeInvisible>

It works!

But I have the same question:
How I edit the file CivUnitInfos.xml so the Aegis will see both units???


Hope you understand now... :)
 
If it's working well, I don't know. But I was able to include a "minesweeper" in your MOD.
It is the only naval unit able to detect the naval mines (For now, in theory; not tested yet).
:rolleyes:

To build it, "Computers" technology is needed, and "Oil".

Invisible, naval mines are a deadly weapon.
But... late in the game, we "all" have a chance now.

:)
 

Attachments

  • Minesweeper.JPG
    Minesweeper.JPG
    138.2 KB · Views: 75
Toys®Us said:
If it's working well, I don't know. But I was able to include a "minesweeper" in your MOD.
It is the only naval unit able to detect the naval mines (For now, in theory; not tested yet).
:rolleyes:

To build it, "Computers" technology is needed, and "Oil".

Invisible, naval mines are a deadly weapon.
But... late in the game, we "all" have a chance now.

:)
Very nice idea! I think that is a fair balance if the naval mines are going to be invisible. :goodjob:
 
:D

Very nice idea!
It is.
But there's a problem.
I'm able to begin the production of my marvelous (?) minesweeper, but just 1 turn before it is complete..., I finally press the "End Turn Red Button". The boat is supposed now to appear in the city, ready to travel to the sea.
...
Instead, Spinlock. The cursor is spinning for maybe 15 seconds, and CTD.
:(

Well, it's OK.
I did 95% of the job, so if I calculate correctly, I still have 95% to do.
:goodjob:
Anyway... tired now... working hours and hours to crash just 1 turn before...
If someone has a clue, let me know.
 
@Toys®Us
Glad to know that you got your minesweeper working. I like the idea & I will put it into a patch soon along with a couple other minor things I have found.

Speaking of patches, I noticed today that I forgot one thing in my resource patch re: Natural Gas. A way to harvest it from the ocean tiles. It seems I missed an entry in the Offshore Platform XML code. Oops.:rolleyes:

Anyway there is a new patch in post #1 with the correct xml for Natural Gas & the Offshore platform. This new patch also slightly tweaks a few of the resources yields & revealing techs (Cotton is revealed with Machinery & Rubber is revealed a little earlier with Chemistry) so you may want to wait to install it until after you've finished any current game. I'm not sure what it would do to any savegames.

Sorry for the confusion on that if you were looking for a way to get the natural gas from the ocean.
 
wow, this is really impressive. All those new civs, all those new units added together into one mod. Im not sure who to start playing with. I think ill take the thai and those two movement battle elephants of theirs. Because really, a horde of them will probably work.

Also, your inclusion of the hyborian civ and the conan theme music is very cool. :goodjob:
 
I like the idea & I will put it into a patch soon along with a couple other minor things I have found.
Good news! (patch)
No problem with the "invisible tag" now?
Feel free to use any ideas from me! :D

I really like the minesweeper. Without it, the naval mines "visible to all" are ridiculous. And believe me, the AI uses it. I SAW him! :lol:
I appreciate your intention to include it in your MOD.

so you may want to wait to install it until after you've finished any current game.
I didn't have the time to play, trying to put the new ship in your MOD. Approximately 400 moves done, no CTD. But the real test is to begin a game immediately in the future era. All the resources are visible (the entire World in fact), and if there's an "interface" problem, we'll know it, and fast I suppose.
(I need 15 to 20 hours to complete a game...)

Now, it's HOT here in town, and I'm exhausted.
Maybe I'll take a walk tonight with my wife in the park.

I'll wait for the patch while I'm resting a bit.
***
I'm a beginner here, so things at first are extremely complicated. To add a new model in a MOD is a very difficult task because I have no experience at all, just intuition.
***
And frankly, if one day you decide to throw in the garbage the "Explorer" for something else, do it. Totally useless...

Thanks Amra.
Cannot wait to see it included soon in your work.
:rotfl:
 
Los Tirano said:
Also, your inclusion of the hyborian civ and the conan theme music is very cool. :goodjob:
Thanks, I'm a long time fan & they're my favorite to play with. :D
 
Toys®Us said:
Good news! (patch)
No problem with the "invisible tag" now?
Feel free to use any ideas from me! :D

I really like the minesweeper. Without it, the naval mines "visible to all" are ridiculous. And believe me, the AI uses it. I SAW him! :lol:
I appreciate your intention to include it in your MOD.
In case I forgot to say it, Thanks for the idea AND for all the help in testing. :goodjob:
 
Thunderfall said:
very nice! Good job Amra! :thumbsup:
Thanks! High praise, indeed.
 
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