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

charleswatkins said:
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?

Yeah, two version might do some funky stuff to the game's registry entries. If possible, hold off for a day. I have a working version of my mod for version 1.61 and will be posting it on Friday. Just wanted to test it tonite. So far, everything seems to be working smoothly about halfway thru a quick game.

Friday should be good to go. :goodjob:
 
hi arma!

first of all,
id like to say that you created a really great mod, all that units and all...its reallt awesome.

i didnt accttually got to play it though, but i like all the concept.
i also hope that theres no known errors! :)

but my main qaustion is - if you think this mod is playble in a multiplayer game?
 
yexusbeliever said:
I have not yet updated to 1.61. But if I do, I will not be able to play ALH modpack???

I'm getting ready to post version 1.61 momentarily but I will still leave the link for version 1.52 (for a while) in case anyone wants it. And you can still use that version if you're Civ4 is only patched to v1.52 although I would recommend updating to version 1.61 when any other mods you are using are updated also.

I didn't change too much in version 1.61, no new civs, just compatibility with the Civ4 1.61 patch. Her are the changes:

**Version 1.61**
- Updated for Civ4 version 1.61
- Added PlotList Button Enhancement v2.03
- Added more city names to Carthage civ
- Added various missing xml language entries (in English, but at least there's something now)
- Removed Reinit Interceptor Mission Mod/Fix (not needed with 1.61 patch)
- Removed FexFx's Endurance and Marathon speeds (for now, may add back in future version)
- Removed Enhanced Military Advisor (until updated version is released)
- Removed RealFort which was part of Promotion and Trait mod (conflicted with techconquest mod)
- Changed unit's flag location within a square slightly in effort to reduce interference with 5-man formations
- Fixed problem with Hyapist 5-man formation
 
keldath said:
hi arma!

first of all,
id like to say that you created a really great mod, all that units and all...its reallt awesome.

i didnt accttually got to play it though, but i like all the concept.
i also hope that theres no known errors! :)

but my main qaustion is - if you think this mod is playble in a multiplayer game?

Thanks for the compliments. As far as I know, it should be multiplayer friendly provided all players have the mod installed. To be honest, though, I don't play multiplayer so have not tested it for that. Sorry if that didn't really answer your question :crazyeye:
 
keldath said:
now, bout the new 1.61 version - why did you remove the fx mod???
bummer... now ill have to add it myself..:), though i wonder, why modders like you. or sevo for example wont add a bigger map mod?

You know, to be honest, I'm not sure why I put it in originally as I don't usually play the longer games. I took the opportunity to take it out since I had to remove a couple other things due to 1.61 patch incompatibility and figured I would check it out again in the future.

Also, I was hoping to get some feedback at some point from people who have used those gamespeeds. I think I can count you for one vote on putting it back in the next mod version. What do you like about the FX gamespeeds that I had in there? Did they make the game substantially better?

I probably need to find the time to try them. Does anyone else have any thoughts on the longer FX speeds?

Thanks in advance for the help.
 
hi arma,

im used to play with fx bigger and longer,
in most of the mods that i dl here, i just added it myself, the speeds and the large maps.

i dont think that there should be compability probs wth that, i know that sevo uses this speeds in jis mod with no problem (yet).

this mod is very extansive, though, maybe you should add more tweks to the gameplay (dont ask me what.. cause i cant point on something speciphic)
your more is focused on units and civs. maybe adding more mods inside it, yopu know...

by the way, i find it really weird that there is not much replies from people about your mod - maybe they didnt discovered it yet...:)

anyway -im a happy customer.

oh another thing - i also make all the units smaller - with civscle - its much better - for memorey problems and gamespeed on later era's in the game. (check exaviers composite mod - for example)

:)
 
Hi Amra. I was waiting for your new release compatible with patch 1.61.
Nice job again.
I'll put a backup of your MOD on my 2GB Twinmos USB 2.0 PenDrive.
You're in luck, hmmm? :)

Please, think to add again the FexFX MOD for people with strong computers.

I won't suggest to add a lot of new MODs in your work "in the same update". The idea is to keep the good balance in the game.

Maybe for now the Inquisitor Mod is needed to remove a non-state religion.

***

Nice work. I'm always surprised here. :goodjob:
 
Toys®Us said:
...Please, think to add again the FexFX MOD for people with strong computers.

I won't suggest to add a lot of new MODs in your work "in the same update". The idea is to keep the good balance in the game.

Maybe for now the Inquisitor Mod is needed to remove a non-state religion.

Glad to see you back. Now that I got the big update out of the way, I will start looking at adding a few more mods into mine. As well as putting the FexFX mod back in ( it's starting to sound like I goofed on that one:rolleyes: ). As well as more civs. I think if I add 8 more civs to bring the total to 50, that would be a nice number (until the expansion comes out, anyway).

Oh, and I am working on releasing a small fix for the Great Person Mod pink screen problem. I've been trying to help Patricius on that and may have found a workaround. Gotta test it first.
 
I am working on releasing a small fix for the Great Person Mod pink screen problem. I've been trying to help Patricius on that and may have found a workaround.

I told you before.... it won't be so easy. :D
But maybe there's a solution now.

The GreatPersonMod is one of the best visual add-on to CIV4. I wish that you'll succeed with Patricius to fix it. :scan:
 
Just posted a fix for the pink screen error in the Great Person mod when all names have been used. This fix is for my mod only as it is not a python change but istead it changes some lines in the Civ4UnitInfos.xml file within my mod.

Download

Unzip to your mods directory, it will overwrite the one file. More info on this can be found HERE. Check out the most recent posts.
 
I have posted a small patch on the first page ta add the FexFX Endurance & Marathon speeds back into version 1.61 of my mod.

Here is a link also

Just unzip it to your mods directory & it will add 4 new files to my modpack. Since I generally play the normal or quick games, I will remerge them into my next update as I am now feeling that a lot of people like those settings.
 
Shade_89 said:
Amra how to add to your mod a earth map with all civs that you have in your mod

I haven't played with that aspect of modding yet but I wouldn't mind knowing myself for when I add another batch of civs to this mod. Can anyone else help me with this by pointing me or Shade_89 in the direction of a tutorial thread?
 
I think your mod is a very good one, and I'm really enjoying playing it, except I'm still getting an error message at the beginning of each turn, it's this one...lol........


Traceback (most recent call last)
File"CvEventInterface", line23, in onEvent
File"CvEventManager", line172, in handleEvent
File"CvCustomEventManager", line 42, in onTech Acquired
File"Tech Window", line 20, in onTech Acquried
Attribute Error'CyInterface', object has no attribute 'noMovies'
It really doesn't effect gameplay except for having to click through it each turn, and it might be particular to my 'puter, but if it's something you could help me with it would be most appreciated.
 
brun58 said:
I think your mod is a very good one, and I'm really enjoying playing it, except I'm still getting an error message at the beginning of each turn, it's this one...lol........


Traceback (most recent call last)
File"CvEventInterface", line23, in onEvent
File"CvEventManager", line172, in handleEvent
File"CvCustomEventManager", line 42, in onTech Acquired
File"Tech Window", line 20, in onTech Acquried
Attribute Error'CyInterface', object has no attribute 'noMovies'
It really doesn't effect gameplay except for having to click through it each turn, and it might be particular to my 'puter, but if it's something you could help me with it would be most appreciated.
I haven't gotten that, I'll take a look and see if maybe the Techwindow mod may not be compatible with the 1.61 patch since it is referencing that. That mod tested fine on my computer before I posted v1.61

Is anyone else getting this bug?
 
Brun58,

Checked it and there is indeed a python error. I didn't see it because I had python exceptions turned off and everything seems fine when I play.

For now, to get rid of the annoying popup, check your CivilizationIV.ini file in your "My Documents\My Games\Sid Meier's Civilization 4\" directory and search for "HidePythonExceptions = 0" and change the "0" to a "1"

In the meantime, I will try to figure it out. Most likely, one of the mods included is not totally compatible with the 1.61 patch. TechWindow or maybe TechConquest?
 
Thanks for looking into it, and I'll set it as you advise......also, don't know if you've seen it but in the Sevomod Brave Sir Robin gives a link in post 255 that is a list of python changes from 1.52 to 1.61, again, thanks for your help.
 
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