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

I installed patch 1.61 and my mod had various xml errors then when it finally loaded I had no text whatsoever on screen

Same here. I'm back to patch 1.52

Take your time. It's a lot of work for you. A lot of us are playing just the weekend. We have a family, job, etc...

;)
 
The fix for no text on screen is to update your global defines file. Copy the first three lines (version, save version and language number) from the new globaldegines, that should do it.
 
Hi. have another question about this mod, when u invent some things it is written : +10%withdrawal chance,... is this a bonus for all your units that is counted in in battle or is this something else?
btw i agree with toys4us : take your time for the update, some days/weeks later of sooner wont do (like him i am a casual player). im very happy this mod exists and how it is now it already works extremely well.
 
druade said:
Hi. have another question about this mod, when u invent some things it is written : +10%withdrawal chance,... is this a bonus for all your units that is counted in in battle or is this something else?
This sounds like it's from the RealFort mod (this 10% withdrawl works only for units stationed on the same tile as fort, but because this particular property of fort is added with a tech then this is put in the tech screen), but I didn't see the realfort mod mentioned in notes so I could be wrong.
 
Rabbit said:
This sounds like it's from the RealFort mod (this 10% withdrawl works only for units stationed on the same tile as fort, but because this particular property of fort is added with a tech then this is put in the tech screen), but I didn't see the realfort mod mentioned in notes so I could be wrong.

Thanks Rabbit, you're right. RealFort was included as part of the Promotion & Trait Mod v0.5 by Zuul. It was already integrated into that mod when I merged it into this modpack.

PS: Thanks again for your help Rabbit, I know that you are a very busy man with all the cool units you are doing.
 
<Tag>TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIE R</Tag>

Do not modify the line! Or the same pink and blank screen is back again when the poor ANTOINE appears.
:)

[EDIT]
I'm confused now. I saw the pink screen before when "Antoine Laurent Lavoisier" appeared. Now, I see on my screen, even if I put my mouse on HIM this:

TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER (Great Scientist) ???

In the file CIV4GameTextInfos_GreatPeople.xml, I have:

<Tag>TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER</Tag>
<English>Antoine Laurent Lavoisier</English>

In the Great People folder, I have:

Antoine Laurent Lavoisier.dds

I don't understand.

I include a picture.
 

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Toys®Us said:
Do not modify the line! Or the same pink and blank screen is back again when the poor ANTOINE appears.
:)

[EDIT]
I'm confused now. I saw the pink screen before when "Antoine Laurent Lavoisier" appeared. Now, I see on my screen, even if I put my mouse on HIM this:

TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER (Great Scientist) ???

In the file CIV4GameTextInfos_GreatPeople.xml, I have:

<Tag>TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER</Tag>
<English>Antoine Laurent Lavoisier</English>


In the Great People folder, I have:

Antoine Laurent Lavoisier.dds

I don't understand.

I include a picture.
There's your problem. See how the TXT_KEY in CIV4GameTextInfos_GreatPeople.xml has the space before the R at the end? Removing that space should do the trick.
 
See how the TXT_KEY in CIV4GameTextInfos_GreatPeople.xml has the space before the R at the end? Removing that space should do the trick.

No. When I copy and paste, the blank appears here on the board. I don't know why.

<Tag>TXT_KEY_GREAT_PERSON_ANTOINE_LAURENT_lAVOISIER</Tag>

See? :)

***

And another thing. If a Great Scientist (Great Scientist.dds) appears, the pink screen is there too. Logical I suppose. It is not listed in the CIV4GameTextInfos_GreatPeople.xml file. Same thing with the Great Artist.dds, Great Engineer.dds, Great Merchant.dds, Great Prophet.dds ?

:confused:

I include the picture about the Great Scientist
When I click "OK", The Great Scientist appears in the City. Then I know who he is (a Scientist).

***
 

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I did a test.

The line...
<Tag>TXT_KEY_GREAT_PERSON_MOSES</Tag>
...in the CIV4GameTextInfos_GreatPeople.xml file was modified to:
<Tag>TXT_KEY_GREAT_PERSON_MOUSES</Tag>

Result: "Someone" is looking for the correct address. WHO?
I would like to know.
Civilization4.exe ?
"Who"?

:crazyeye:

Take a look at the picture:
 

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Amra, I just want to encourage you on the progress of your mod. Hey here is an idea if it is possible to work. Can you use Civ III leatherheads to be put in the same way you do for CIV IV leatherheads????
 
yexusbeliever said:
Amra, I just want to encourage you on the progress of your mod. Hey here is an idea if it is possible to work. Can you use Civ III leatherheads to be put in the same way you do for CIV IV leatherheads????

Thanks for the encouragement. I haven't actually looked at that. I've been under the belief that they are not compatible with civ4. I'm sure that since the SDK was just released, someone will be making new LH's at some time. When they do, I will try to include them in this modpack.

PS: I finished the update I was working on before patch 1.61 was released. Right now, it is only compatible with version 1.52 (I'll be working on updating it) but I will still release it probably late tonight. I want to play a Quick game on it first before posting. :mischief:
 
I finished the update I was working on before patch 1.61 was released. Right now, it is only compatible with version 1.52 (I'll be working on updating it) but I will still release it probably late tonight. I want to play a Quick game on it first before posting.

Right now, I'm using the latest patch; 1.61, with the new version of SevoMod.
But for sure, I'll try your new update! (1.52 needed...no problem)
If you cannot fix the GreatPerson MOD, well, you still have a very good MOD full of potential.
Good luck!

:)
 
hi
info : battleship = tegetthoff class (uu magyar empire)
strange to have a uu with completely same things as the normal unit
 
druade said:
info : battleship = tegetthoff class (uu magyar empire)
strange to have a uu with completely same things as the normal unit

I imported that unit directly from the Magyar mod by Anima Croatorum and must have not checked the stats on it. Oops :rolleyes:

I tweaked the stats on it just now & it will be changed in tonite's post.

On a side note, I updated to v1.61 and was able to load my mod but it gave me some xml error messages upon loading regarding the changes to the Chinese leader, etc that I will need to change. All the new leaderheads displayed properly as opposed to messages on another thread from Sevo about the Civ Gold LHs. I'm not sure why mine worked but I won't argue with it.

I did, however, have some interface problems that need to be addressed along with a bad slowdown when in the city screen so my next version posted will just be a working version 1.61 with no new civs or units. I'm not sure how long that will take but I will try to make it sooner rather than later. :D
 
Version 1.52 is available. It was pretty much finished before patch 1.61 so I have posted it. It is only compatible with version 1.52 right now but I am working feverishly to update it for version 1.61
 
Is there some way of converting the Civ3 leaderheads to Civ4 format? Each one had four ages so that would mean about 120 new Leaderheads (adding in all the expansions) - and all that would be needed would be to figure out some way of converting the files.

This is a great all-round mod; the only thing I would like to see (though you don't have to agree with me, it's your mod) are some changes to the religions in the game. Specifically, the Religious Victory Mod and the Inquisitor Mod; though I wouldn't mind seeing some extra religions in there too.
 
hi. ive downloaded your updated mod. wanted to start a game, but it seems it doesnt work (it's like i am playing the old civ 4). in the right upper corner there is written : Amra's ALH mod V1.52, so the mod should be uploaded (though i dont have that icon with your (mod)name on, instead i see the Civbluemarble icon i was using before this mod). could you help me out plz? i will now restart my pc, if that works ill let you know.
 
druade said:
hi. ive downloaded your updated mod. wanted to start a game, but it seems it doesnt work (it's like i am playing the old civ 4). in the right upper corner there is written : Amra's ALH mod V1.52, so the mod should be uploaded (though i dont have that icon with your (mod)name on, instead i see the Civbluemarble icon i was using before this mod). could you help me out plz? i will now restart my pc, if that works ill let you know.

Hey druade,

Check to see what directory it is installed in. If the screen text in the corner is saying "Amra's ALH mod V1.52" then you may have accidentally extracted it to "Mods\Amra's ALH mod V1.52\Amra's ALH Modpack" as that text will usually be the folder name the mod is in. Normally, the directory structure would be "Mods\Amra's ALH Modpack" and then within that directory you would see two folders titled "Assets" & "Readme".

I was playing with it last night before uploading so I know it was working and I can still use the mod now (Albeit with some error messages since I am running Civ4 version 1.61 and haven't finished updating my mod for that yet). Let me know if you figure out the problem. Worse case scenario, you can try re-extracting the archive to your "Mods" directory again.
 
If I do a second install of CIV to a different parent directory and patch up to 1.61, will I still be able to play ALH on my current 1.52 install? EG, will having two versions at once screw up the registry or anything?
 
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