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

Does anyone have a list of leaders, traits, start techs, and UUs? Thanks ever so.
 
brun58 said:
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.

Yeah, saw the link a little bit ago and was able to determine that the problem is with TechWindow. some of the python code is not compatible with version 1.61 I'm not sure how to fix it so I removed it and no more python exceptions. Sorry about not noticing that prior to posting v1.61 of my mod.

If anyone else wishes to remove it from my mod, here is an updated CvCustomEventManager.py file. Extract the file to your "Mods\Amra's ALH Modpack\Assets\python" folder and it will overwrite the one in there already. After that, you will need to delete the "TechWindow.py" file in the same folder. Lastly, delete the "CvTechSplashScreen.py" file in your "Mods\Amra's ALH Modpack\Assets\python\screens" folder.

That should remove the TechWindow mod and return the new tech popup window back to normal. I like the TechWindow mod and will be keeping an eye on the forum thread to see if it is updated.
 
If anyone else wishes to remove it from my mod...

I'm not sure if I want to remove or change something.
1896 AD, and no problem!

No pink screen with the GreatPerson MOD.
(The patch about the Pink Screen is already applied.)

***

"Python error?!". Where ? :scan:

Do I really need to fix it or not (python)?


:confused:
 
Toys®Us said:
I'm not sure if I want to remove or change something.
1896 AD, and no problem!

No pink screen with the GreatPerson MOD.
(The patch about the Pink Screen is already applied.)

***

"Python error?!". Where ? :scan:

Do I really need to fix it or not (python)?


:confused:

It seems to work fine with the TechWindow mod installed but it does generate python errors each turn in the background. Like I was, you're not seeing them because the option to display them is probably off in the civilizationIV.ini file. If it's working okay, leave it as is.

I removed it because I was concerned about the game slowing down due to the errors each turn, but again, if that's not happening to you then I think you may be okay.

PS: are you getting the generic Great Person screens when you run out of the preprogrammed names? Basically, all I did in the patch was to add 40 extra Unique Names to each GP list - all the same. Unique, same, what's the diff? :lol:
 
keldath said:
thanks for all the new updates arma!

keep up the good work.

Thanks keldath,

This is only the 2nd mod I have done so I am trying to make sure it works. I don't think anyone wants to waste time downloading & play a mod that doesn't work.
 
are you getting the generic Great Person screens when you run out of the preprogrammed names?

Yes.... the problem is fixed I think. :)

For example, The Great Scientist.dds may appears many times. The same picture is there, with words full of wisdom: ---> "Eureka!" :eek:

***
It seems to work fine with the TechWindow mod installed but it does generate python errors

I see. I'll do the modifications then.

***

Thank you for all your work. I won't hesitate to recommend your MOD to my friends. It is stable, a lot of fun to play, well balanced.

:band:
 
charleswatkins said:
Does anyone have a list of leaders, traits, start techs, and UUs? Thanks ever so.

I'll work on compiling a list for anyone who is interested.
 
darkedone02 said:
Gilgamesh have no music playing in diplomacy screen.

I'll check it out. He should have the same music as Saladin. I have future plans of adding more LH personalized music but have not attempted that yet. A few of the new LHs do have personalized music if the civ had it when I merged it into my modpack.

Anyway, I'll check the xml coding for him.
 
Hi!
I think that there is a problem when you plant a forest on tundra.
I need 78 (!) turns to plant, and after, even if I put a citizen on the square, it never grows?
:cry:
 
Toys®Us said:
I think that there is a problem when you plant a forest on tundra.
I need 78 (!) turns to plant, and after, even if I put a citizen on the square, it never grows?:cry:

Could be a problem with the 1.61 update. Have you been able to get a forest to grow on grass or plains? Just curious if the problem is confined to Tundra. Either way, I'll check it out.
 
No. I just plant a new forest on tundra. Like you said, maybe a problem with the new update 1.61.
Thank you.
:)

I took a look at forest replanting & I think I found the problem (with some python code) but want to test it first before posting a patch. Also, I have fixed the Gilgamesh DiploMusic error AND Roamty posted an update to his TechWindow Mod.

So... as soon as I can test all three items, I will be posting a patch that will include these items as well as the GP mod & FexFX patches posted previously. One patch fits all :)

Hopefully, this version will then be working okay and I can start working on the next update. I'm not going to start that, though, until this version is working fine.
 
I took a look at forest replanting & I think I found the problem (with some python code)

Nice! In fact, I rarely use this option. It depends of the map that I'm using.
Take your time.
Thank you.
:)
 
Patch 1.61a for my modpack is available for download on the first page.

http://www.civfanatics.net/uploads11/Amra_Patch_161a.zip[EDIT] Link removed, please see first post for correct 1.61 patch. It does the following:

- Adds FexFx's Endurance and Marathon speeds back in (sorry about confusion on that)
- Fixes GreatPerson mod problem with pink screens when all names have been used
- Fixes Missing diplomacy music for Gilgamesh
- Fixes python error with Forest Replanting
- Fixes Scout & Explorer workrate (Exploring temples & building forts)
- Fixes TechWindow Mod python exception errors
- Fixes Scythian UU class in Civ4CivilizationInfos.xml
- Fixes 5-man formations for Karolin, Sumerian Chariot, & Ayastigi
- Fixes Dutch/Netherlands flag & button
- Increases Aborigine Woomera movement rate to 2

Unzip to your MODS directory. This includes the previous mini patches and can be used even if you already applied them.

The Forest Planting works now.
Amra_forest1.jpg


Amra_forest2.jpg
 
the second line - should be <type>UNIT_CHEROKEE_AYASTIGI....
and not like you did <type>art_def_UNIT_CHEROKEE_AYASTIGI...

Thank you for the quick fix.
I have the same problem.
 

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