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

Amra said:
Haven't run into that one yet (I just play normal single player games) but will try it out & post back. One question, though, ( and this will make me sound like a noob , but... ) is "Team Battleground" multiplayer? And, if so, are all the players in the game using version 1.72 of my modpack? If not, that could lead to crashes. Anyway, let me goof with it on my computer & I will post back.
No it's a single player option thingy here's a screenie of the options menu where you choose the Team_Battleground
civ4screenshot00231ey.jpg

Im not sure if that was nessesary:hmm: .
 
Amra just a little FYI, the Civ4 Core Community Projects next release will have an new feature by me, the ability to attach Unique Units to the leader in addition to Civs, leaders recive any UU from their Civ plus any personal UU defined in the Leaderhead.xml. Leader units over-ride Civ units only if they are of the same UnitClass. Were aiming for release this weekend. Their are a number of other improvments in Python Eventmanagers and configurability by SimCutie.
 
@Hadrean
Thanks for the info on the Team Battleground setting. I always seem to use Smartmap or the Continents setting & haven't scrolled down enough to notice it. That's embarassing...:blush:

Anyway, I started up a game with your settings and could not duplicate the error. Can you tell me more about it, such as when it happened? At the start, middle or end of the game? Had you just discovered a tech or built something? Let me know any more info you might have. Otherwise, if it happens again in a new game, try sending my your log files so I can look at them. Most times, they can give a hint as to what may have happened.


Impaler(WrG) said:
Amra just a little FYI, the Civ4 Core Community Projects next release will have an new feature by me, the ability to attach Unique Units to the leader in addition to Civs, leaders recive any UU from their Civ plus any personal UU defined in the Leaderhead.xml. Leader units over-ride Civ units only if they are of the same UnitClass. Were aiming for release this weekend. Their are a number of other improvments in Python Eventmanagers and configurability by SimCutie.
Thanks for the info, I look forward to seeing what you all come up with. Keep up the good work. :goodjob:
PS: Loved the Dune books. Been a few years since I read them though.
 
Amra said:
Anyway, I started up a game with your settings and could not duplicate the error. Can you tell me more about it, such as when it happened? At the start, middle or end of the game? Had you just discovered a tech or built something? Let me know any more info you might have. Otherwise, if it happens again in a new game, try sending my your log files so I can look at them. Most times, they can give a hint as to what may have happened.

I just moved my settler to where i built my city pressed the end turn button and it closed down . .
 
What leaders will get to use the new leader traits post warlords release?
 
Leif said:
What leaders will get to use the new leader traits post warlords release?
I haven't made a list for that yet as I am still trying to do one more update before Warlords. If you have any ideas on that, I would love to know and will take note of them.

Eaither way, when Warlords comes out, 6 of the civs in my modpack will be removed and I will definitely reshuffle some of the leader's traits in order to get more variety. Especially anyone with the Agressive trait (way too many of them).
 
In case anyone is interested, niust has modified the Earth Realism map to work with my modpack. Please be aware, I just found the thread myself, so I have not had a chance to try it out yet.

Here is a link

I also have put a link to this on the first page.
 
Hi everyone,

First I would like to congratulate you on your mod Amra.

I have a problem with my game, that I never had before.

I am playing with the germans, and there's a CTD when I try to build a worker in my second town. If I choose to build something else instead, the game won't crash. I've noticed a themeparselog.txt and there is an error in there stating something about the font( Italic or something cannot be found).

Can someone please tell me if this is a known bug?

Cause I've played several games before with this mod and never had this error.

Here is the file. View attachment ThemeParseLog.txt

Thanks in advance
 
Germans, Germans, Germans, why do all the problems have to do with the Germans? My problem has to do with the Germans too!
 
Agenteusa said:
I am playing with the germans, and there's a CTD when I try to build a worker in my second town. If I choose to build something else instead, the game won't crash. I've noticed a themeparselog.txt and there is an error in there stating something about the font( Italic or something cannot be found).

Can someone please tell me if this is a known bug?

Cause I've played several games before with this mod and never had this error.

Here is the file. View attachment 131241

Thanks in advance
Can you send me a savegame? That would help a lot.
 
Hadrean said:
Germans, Germans, Germans, why do all the problems have to do with the Germans? My problem has to do with the Germans too!
I'm about a week away from releasing version 1.80 but I will play a game with the germans prior to posting the next version.
 
I'm sorry, this was a bad timing.

I play on a desktop that is not connected to the internet.

Today I had to lend my flash drive to backup files from my laptop ruined hard drive. So, result: I can't get my savegame from the desktop to this laptop I'm working in.

Sorry.

But it only happened to me once. I played many games with your mod without problems. Furthermore, the game just crashes without any info.
 
Agenteusa said:
...But it only happened to me once. I played many games with your mod without problems. Furthermore, the game just crashes without any info.
Yeah, that is very annoying, I agree. If it happens again, try to send me your savegame & (if at all possible) your log files. The log files are generally stored in the My Documents\My Games\Sid Meier's Civilization 4\Logs folder. The log files are usually very helpful in tracking down a crash problem.

Thanks for your help. :D
 
I don't miss tree planting. I mainly used it to keep workers occupied after the RRs are running. Something I like about Master Lexx's approach was that chopping jungle provided some hammers.

If you are considering requests, I would always like to see some added resources.
 
charleswatkins said:
I don't miss tree planting. I mainly used it to keep workers occupied after the RRs are running. Something I like about Master Lexx's approach was that chopping jungle provided some hammers.

If you are considering requests, I would always like to see some added resources.
Yeah, I'm finding that I don't miss tree planting either so it is staying out for now. I have already changed the jungle production for version 1.80 (hope to release it tomorrow or Wednesday), it will give some hammers but not nearly as much as forest cutting.

I would like to work some more resources back in at some time but when I had my CTD problems with v1.61 of my modpack, they mostly went away when I removed the extra resources. Still not sure what was up with that.

I did, however, create a simple new resource that will appear in the desert called "Lost Civilization" that can have an improvement called "Excavated ruins" built on it. I wanted something more for the desert tiles. I aslo added two new techs (hope to add a few more in future versions). One of the techs is Tourism which will give some commerce bonuses to a few improvements including the Ancient Temples & Excavated Ruins.

Right now, I am adding about 25 new Great People with GP Mod art. I'm about done with that and then I think that is it except for playing a quick game or two to test a few things.

I'll post a list of changes and a teaser pic of all the new leaders below.
 
I'm almost ready to upload version 1.80 in the next couple days so I will take a moment now and post a list of changes from v1.72 for those who are interested. As well as a teaser pic of all the new Civs & Leaders in my modpack. I still have to test a few things, so hopefully there won't be any problems and therefore, any changes to this list.

** Version 1.80 (Final for Vanilla Civ4)**
- Added Abyssinians by CivArmy & Sevo
- Added Iroquois by Wyz_sub10 & Civ Gold Team
- Added Israel civ by CivArmy & Sevo (LH by Civ Gold Team)
- Added Poland by civ.org.pl team
- Added Polynesia by Amra (Me)
- Added Attitude Icons by Porges
- Added Dead Civ Scoreboard Mod v0.2 by TheLopez
- Added Enhanced Culture Conquest v1.4.1 by TheLopez
- Added Enhanced Foreign Advisor v2.1 by SupremeOverlord & TheLopez
- Added Enhanced Military Advisor v1.2 by SupremeOverlord & TheLopez
- Added Enhanced Tech Conquest v0.4.2 by Bhruic & TheLopez
- Added Firaxis wonder & Games bonus by Zeysoft (resource font & new icon by me)
- Added Modified Special Domestic Advisor v1.8e by 12monkeys
- Added Pirates Mod v0.2 by TheLopez
- Added TechWindow Mod by Roamty
- Added Unique Barbarian Mod v0.2 by TheLopez (modified)
- Added Unit Allegiance Mod v0.4 by Snaitf & The Lopez
- Added Unit Statistics Mod v1.40 by Teg_Navanis
- New flags for Cherokee & Vikings
- New leaderhead for Atheas (Scythians)
- Tweaked/revised Leaderheads for Trudeau, Henrique, Theodora, Maria Theresa, & Zenobia
- New model/skin for Abyssinian UU (credit Rabbit, White)
- New model/skin for Iroquois UU (credit Rabbit, White)
- New model/skin for Polish UU (credit SeZereth)
- New model/skin for Polish UU (credit Snafusmith)
- New model/skin for Polynesian UU (credit Rabbit, White)
- New skin for Polynesian UU (credit DisAstro)
- New model/skin for Barbarian Warrior (credit SeZereth)
- Updated Ethnically Diverse Units to v1.47 by Rabbit, White
- Tweaked stats on Zeppelin
- Tweaked Desert Windmill yields
- Chopping down a Jungle now produces hammers (Third of forest production)
- Removed Fort promotions since RealFort mod is not included anymore
- Fixed text problem with Turkish civ (Thanks Aradiel)
- Fixed Ancient Temple resource font
- Fixed Sevopedia problem with air unit text (credit ???)
- Added Lost Civilization resource & Excavated ruins improvement
- Added Tourism & NATO techs (NATO tech credited to Modern World mod by Psyx?)
- Added first contact dialogue for many leaders (still have a few to do)
- Added new Great People with GP Mod art
- Changed all names in GreatPeople xml file to match English names (This should fix pink screen problem for all languages now. However, backup of multi-language file is included in case you don't like the English names)
 

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Hi Amra,

I'll try to post the save file tomorrow, since I will be having the pen drive.

I hope it can help, and again sorry for not having it available earlier.
 
Good work Amra!
:trophy:

I'll give it a try for sure.

Tell me, the helicopters able to carry troops over the sea are still there ?
An amazing unit...
I just hope to see a "Cruise Missile" one day. :lol:

*I would like to translate your MOD in French, but the "Great People MOD" is a problem I think. Anyway...
 
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