View Full Version : [Bts] Quot Capita - beta testers wanted!


avain
Jan 29, 2008, 04:56 PM
QUOT CAPITA beta 7
"Quot capita, tot sententiae"
"As many opinions as people."
2008-03-02


Hi all,

I'm currently looking for motivated beta testers for my upcoming Quot Capita mod (or you can just try it as is;)).

What IS Quot Capita you may ask?
The simple answer is: it's a combined modpack including some of the best mods Civ community can offer.
But if you are interested in a little back-stage info;), I'd be happy to share it with you:

I played Civ since the first Civ came around in the 90s, and I probably spent too much time with it instead
of playing outside with the other kids or better yet, chasing girls;)
Civ 2 and 3 came along and it got better and better, thou I had even less and less time to play with each installment.
Then came Civ 4 and it's excellent moddability. This is the chance, I thought, I can shape it to my liking!
As I was starting to mod (I modded Civ3, too, with it's included mod editor), I thought that some excellent mods needed
some more time to mature a bit, so my first mods were like Varietas Delectat and similar; this would be needed anyway, I thought,
and it's a fun way to spend the time I had available to fiddle with Civ. But then it came down to a point when mods like DCM and Influence
Driven War are quite stable and established - so I just might have started my little project.
So what was the motivation behind this mod?
Quot capita, tot sententiae - as many opinions as people. And it is so true.
(Why latin again?? Well, uidquid Latine dictum sit altum videtur - everything sounds more impressive when said in Latin ;))
I thought I'll do MY version of Civ, which is not necessarily the Civ how YOU'd like it to be, but I'll
do everything in my might to make it a fun pack. Hope you will like it and have as much fun with it as I'm having while making it!


__________________________________________________ __________________________________________________ __________________________
Quot Capita is:

- BUG 2.20 by Alerum68, Cammagno, EmperorFool, NikNaks93, ruff_hi (http://forums.civfanatics.com/forumdisplay.php?f=268)
- Bhruic's Unofficial BTS 3.13 patch v1.11 (http://forums.civfanatics.com/showthread.php?t=246057)
- Dale's Combat Mod v1.3 (http://forums.civfanatics.com/showthread.php?t=168966)
- Influence Driven War v1.1 by Moctezuma (original mod for info: http://forums.civfanatics.com/showthread.php?t=188007)
- Enhanced Tech Conquest v0.6 by Grave and Jeckel (http://forums.civfanatics.com/showthread.php?t=245593)
- ActualQuotes v4.20 by Willowmound (http://forums.civfanatics.com/showthread.php?t=234288)
- AIAutoPlay 1.41 by jdog5000 (http://forums.civfanatics.com/showthread.php?t=171127)
- Varietas Delectat v3.3 (http://forums.civfanatics.com/showthread.php?t=237192)
- Modern Era Expansion for VD v3.3 (http://forums.civfanatics.com/showthread.php?t=253499)
- Jkp1187's Not Just Another Nextwar Mod 1.37 minus random events (http://forums.civfanatics.com/showthread.php?t=249891)
- BtS Inquisition v1.6 by bmarnz(http://forums.civfanatics.com/showthread.php?p=6106193)
- Mastery Victory by Sevo, Thorn and converted to BtS by me(http://forums.civfanatics.com/showthread.php?t=189388)
- Terraforming(balanced) and forest replanting (needs to be re-worked)
__________________________________________________ __________________________________________________ __________________________
BETA 7 INFO

(won't load with previous betas' savegames)

- Terraforming added, should be balanced
- Forest planting added, can be exploited by the player, I intend to rework it
- made some effort to stabilize the game
- updated to ActualQuotes v4.20
- corrected Mastery Victory screen to display Legendary Cities info
- corrected an error related to giant arcologies error
( forgive the pun, but the stables were not stable!;) )

Old beta info:

BETA 6 INFO

(won't load with previous betas' savegames)

- integrated Mastery Victory by Sevo - still needs a tweak about starship arrival, currently it checks only launch
- integrated Inquisition mod by bmarnz
- cleaned up unit xml
- corrected unit xml, so I hope all eligible units can now perform DCM actions
- corrected NextWar partisans event
- made some corrections to Civ4lert.py

BETA 5 INFO

Reintegrated Nextwar, now it's v1.35.
Had to remove jkp1187's custom events - I suspect it was not the root cause, but it was causing loading issues.

:help:Please play beta 5 and report stability, etc.
(remember, it's still not fine tuned, stability is the primary concern now)
__________________________________________________ __________________________________________________ __________________________
BETA 4 INFO

I decided to abandon modular loading - if you are interested as to why, please check the posts in this thread.
Modern Era for VD added again.
Divided mod into a Core and a Media Pack. Media Pack is FPK files from VD and MEE for VD.

__________________________________________________ __________________________________________________ __________________________
DOWNLOAD

Beta 7 Core download: http://forums.civfanatics.com/downloads.php?do=file&id=8235

Media Pack download (IMPORTANT: You NEED to install this after the Core!): http://forums.civfanatics.com/downloads.php?do=file&id=8374

-----------------------------------------------------------------------------------------------------
SDK source for modders
You can find the SDK source files in the source dir of the mod (you can snatch Mastery Victory from there;))
Notes on Mastery Victory:
- code between comments like //Sevo Begin //Sevo End
- starship event needs improvement, currently it only detects launch status
- you're best off if you check the original Mastery mod for the files needed to be modified

__________________________________________________ __________________________________________________ __________________________
INSTALLATION INSTRUCTIONS

- Important: first update your BtS to 3.13

- Delete previous version

- Extract Quot Capita Core into BtS mod folder (unpack with 7zip: http://www.7-zip.org)

- Extract Quot Capita MediaPack into BtS mod folder -or- Copy FPK files from VD 3.3 and MEE for VD 3.3 into Quot Capita/Assets

- Load the mod either in game with ADVANCED, LOAD A MOD, Quot Capita
or set Mod = Mods\Quot Capita in your CivilizationIV.ini
to let it load with each game start


Notes:

A lot of mods integrated to Quot Capita are configurable - either in game or via config files.
Please check the mods for details, or the config files(these are pretty self-explanatory)
Also, if you'd like to enable CASA - Combined Arms Stack Attack in Dale's mod,
please change the DCM_STACK_ATTACK value in GlobalDefinesAlt.xml to 1.
It's disabled now because it seems that it contradicts the Influence Driven War mod(?).

__________________________________________________ __________________________________________________ __________________________
BETA TESTING INFO:

So, are you up for a challenge? Would you like to test the brand new Quot Capita mod?
Please share your ideas, error findings, etc. in this thread! Thanks!!!

Dale
Jan 29, 2008, 05:18 PM
Pst....... DCM v1.3 now has AIAutoPlay in it. ;)

mamba
Jan 29, 2008, 05:45 PM
Nice selection of components ;) DCM, Influence Driven War and Bhruic (actually the Lt. Bob version) would also be my choices when it comes to adding .dll changes.

@Dale has 1.3 been released already ? the thread still refers to 1.2

Dale
Jan 29, 2008, 06:13 PM
@Dale has 1.3 been released already ? the thread still refers to 1.2

No not yet. CASA is being final tested, so will probably be out in the next 24 hours.

RPG
Jan 29, 2008, 06:30 PM
I agree with, mamba, very good choices! Will you consider adding the Unique Civ-Specific Great People component as well?

avain
Jan 30, 2008, 01:33 AM
Decided this should be a public beta, so

DOWNLOAD ADDED, SEE FIRST POST!

Zuul
Jan 30, 2008, 04:10 AM
You should make a one big file to download instead of 3 (+files to move/replace).

avain
Jan 30, 2008, 04:36 AM
You should make a one big file to download instead of 3 (+files to move/replace).

Ok, to clarify this:

- you can use NextWar mod separately with ME VD.
- you can use Quot Capita base mod separately - i.e. without any VD, ME, or Nextwar
- you can use Quot Capita base mod in any combination with: VD, VD+ME, VD+ME+NextWar

But for the purposes of this beta testing, I kindly ask you to check the full package: so VD+ME+NextWar+Quot Capita base. Thanks.

So as long as I can, I'll try to keep this modular separation, so people with different tastes can benefit.

avain
Jan 30, 2008, 06:24 AM
Ok, as soon as I get home, I'll probably make a single merged download, too, for your convenience

Zuul
Jan 30, 2008, 11:56 AM
Thank you :). I think you will get more testers this way. Maybe make the parts optional like in BUG and PaP.

avain
Jan 30, 2008, 12:35 PM
stand-alone download added

avain
Jan 30, 2008, 03:06 PM
Ok, I'll try to spark a bit of a discussion here, so:

The following mods are the ones I'm considering to add:
- Dale's Combat mod - going in if version v1.3 is released
- a terraforming mod - need some good solution here, as I don't want the zillion modern workers being able to change terrain in a sec.
- Unique Civ-Specific Great People Names (http://forums.civfanatics.com/showthread.php?t=199344) - if the savegame glitch gets corrected
- an inquisition mod- I'd like to have a bit more direct influence on religion spread - and also ... 'Nobody expects the Spanish inquisition!!!' :D
- Enhanced Tech Conquest v0.6 - http://forums.civfanatics.com/showthread.php?t=245593 - will probably need some balancing - I wouldn't want to make conquest/warmongering way overpowered
- [BTS] M.A.D Nukes Mod - http://forums.civfanatics.com/showthread.php?t=239634 - I like the concept, although I never tried it in Civ

What do you think?

mamba
Jan 30, 2008, 03:46 PM
Just out of curiosity, are you moving to WoC format with VD ? if so, does this mean you will also incorporate these SDK changes into the WoC SDK ?

avain
Jan 30, 2008, 03:59 PM
Just out of curiosity, are you moving to WoC format with VD ? if so, does this mean you will also incorporate these SDK changes into the WoC SDK ?

Is WoC mature enough?

mamba
Jan 30, 2008, 04:29 PM
imo you should wait at least for version 1.0, so this is not something to do immediately, I was speaking of eventually / at all, not right away ;)

otoh if the components you add are stable, you could probably merge your changes with the main tree and then it wouldn't be up to you to update the WoC changes in the dll.

avain
Jan 30, 2008, 04:51 PM
otoh if the components you add are stable, you could probably merge your changes with the main tree and then it wouldn't be up to you to update the WoC changes in the dll.

I'm not quite sure I understand this... which main branch are you talking about?

mamba
Jan 30, 2008, 05:17 PM
They have their files in SVN, if you were to add the components and check in your changes to the SVN, they would then be part of WoC.

So instead of you needing to incorporate all future WoC changes (which are pretty frequently so far) into your own dll, you could simply use the updated WoC dll, just like everybody else.

Of course this would require you to get write access to the SVN.

Sword_Of_Geddon
Jan 30, 2008, 06:23 PM
Please don't add Civ specific great people names, I like adding civs to VD, and by extension I will this mod eventually most likely once I've played a few games, and i believe that prevents you from doing so.

Just a small request.

BTW I'm playing as the Incans and I'm having loads of fun!

RPG
Jan 30, 2008, 06:36 PM
I think Dale's Combat mod is an absolute must have! I've played it, I like it & I think it would work very well in this mod.

I don't think a terraforming mod is all that realistic.

Unique Civ-Specific Great People Names, another great addition if the savegame glitch gets corrected. But I'd like to add civs as well so if that can't be done with this mod component, it won't break my heart if it's left out.

I haven't tried a mod with the inquisition mod included yet, so I can't comment on this one.

I'd like to see the Enhanced Tech Conquest mod make it in. It doesn't sound overpowered to me.

M.A.D Nukes Mod sounds good but I haven't tried it either.

avain
Jan 31, 2008, 03:20 AM
They have their files in SVN, if you were to add the components and check in your changes to the SVN, they would then be part of WoC.

So instead of you needing to incorporate all future WoC changes (which are pretty frequently so far) into your own dll, you could simply use the updated WoC dll, just like everybody else.

Of course this would require you to get write access to the SVN.

Still, I think that merging in stuff like influence driven war into the main branch of WoC would be discouraged...:confused:

avain
Jan 31, 2008, 03:21 AM
Please don't add Civ specific great people names, I like adding civs to VD, and by extension I will this mod eventually most likely once I've played a few games, and i believe that prevents you from doing so.

Just a small request.

I'll check if that's the case.


BTW I'm playing as the Incans and I'm having loads of fun!

I'm happy to hear!

avain
Jan 31, 2008, 03:32 AM
I think Dale's Combat mod is an absolute must have! I've played it, I like it & I think it would work very well in this mod.

We have reached a simultaneous agreement on this topic;)
I don't think a terraforming mod is all that realistic.
It's under investigation.
If added:
- it will be available very late in the game
- it would require a significant amout of effort even to terraform 1 (a single) tile
- it would be like a hidden bonus for those perfectionist types who'd like to see their empire spot-on, and won't mind the extra effort/costs to do so

So basically you'll have at least some means to counter a global warming, or to change that annoying desert tile in the fat cross of your fave city. But no more than that.

Unique Civ-Specific Great People Names, another great addition if the savegame glitch gets corrected. But I'd like to add civs as well so if that can't be done with this mod component, it won't break my heart if it's left out.

As I wrote earlier, I'll check the issue.

I haven't tried a mod with the inquisition mod included yet, so I can't comment on this one.

Again, a feature that could cause balance issues. This is again something I'd like to add as a 'bonus feature' that would not unbalance things. I'm in the beginning of thinking about it, but one idea is that I'd connect it in some way to the Apostolic Palace/the chair/pope.

I'd like to see the Enhanced Tech Conquest mod make it in. It doesn't sound overpowered to me.

Even small things can be overpowered. Some would argue that even now waging war is overpowered (in a way), since it gets you new cities and takes away cities from your opponent. Now giving more incentive than that should be investigated...

M.A.D Nukes Mod sounds good but I haven't tried it either.

Yeah, I should try it sometime.

Thanks for the comments!

avain
Jan 31, 2008, 03:33 AM
BTW, I checked the map script of World Piece and I think I like it. It's actually very easy to add, so it'll be included in the next version.

avain
Jan 31, 2008, 02:31 PM
Ok, I managed to integrate Enhanced Tech Conquest v0.6, but I'll probably leave MAD Nukes out.

And... Dale's Combat mod v1.3 is out, so I'm onto integrating it.

RPG
Jan 31, 2008, 06:15 PM
Ok, I managed to integrate Enhanced Tech Conquest v0.6, but I'll probably leave MAD Nukes out.

And... Dale's Combat mod v1.3 is out, so I'm onto integrating it.

I love progress. ;)

Looking forward to the next update!

RPG
Jan 31, 2008, 07:01 PM
Avain, are you going to use one of Dale's alternate DLLs?

avain
Feb 01, 2008, 02:07 AM
Avain, are you going to use one of Dale's alternate DLLs?

(I will only use the source files he provided, I cannot use a dll itself since I need to merge c++ files...) but to the main point of your question:
- yes, I could also increase the max number of civs in my dll.

Dale
Feb 01, 2008, 05:05 AM
The only difference between my source code and the alternate DCM dlls is the civ limit. Since it's a single change there's no point providing code for it. :)

avain
Feb 01, 2008, 06:14 AM
The only difference between my source code and the alternate DCM dlls is the civ limit. Since it's a single change there's no point providing code for it. :)

Agreed! And I also saw your post about the single value change needed, so thanks!

avain
Feb 01, 2008, 03:12 PM
Pst....... DCM v1.3 now has AIAutoPlay in it. ;)

And, coincidentaly, it's causing me the most troubles while integrating:lol:

Echo of Celts
Feb 01, 2008, 04:11 PM
Actually I was thinking about that too. I havent started attempting to integrate DCM 1.3 into my modpack yet, but with AIAutoPlay already in Revolutions I can see conflicts already.

This mod is actually VERY similar to VDRN... except with a Modern Warfare Mod and BUG.

Because of the Similarities I am even considering taking VDRN in a different direction :).

I want influence Driven War in but I am holding off on BUG for now.

Over all, very nice mod Avain. I see what you mean by similar now. If you had released this a week ago it could have saved me a ton of effort :)

Echo of Celts
Feb 01, 2008, 04:18 PM
Actually Avain, if you made an optional Revolution Component and Regiments Component i would just play yours instead lol

I could provide Regiments, I have it as a drag and drop module with scale tweaks to make it look proper with VD

avain
Feb 01, 2008, 04:38 PM
beta 2 released
--------------------------------------------------------------------------------
It has now Dale's Combat Mod v1.3 and Enhanced Tech Conquest v0.6 integrated.

Screenshots added.

Check the first post;)

avain
Feb 01, 2008, 04:41 PM
Actually Avain, if you made an optional Revolution Component and Regiments Component i would just play yours instead lol

I could provide Regiments, I have it as a drag and drop module with scale tweaks to make it look proper with VD

Yes, I'm feeling the same way;)

Sorry, I have to go now, but tomorrow I'll reply.

JEELEN
Feb 01, 2008, 11:12 PM
"Quot capita, tot sententie"
"As many opinions as people."

BETA TESTING INFO:

Please share your ideas, error findings, etc. in this thread! Thanks!!!

Should read: "quot capita, quot sententiae", from caput/capita (Lat., literally head, confer Haupt in German) and sententia/sententiae (sententie could be medieval Latin, though).

Sorry for nitpicking!:mischief:

avain
Feb 02, 2008, 12:54 AM
Should read: "quot capita, quot sententiae", from caput/capita (Lat., literally head, confer Haupt in German) and sententia/sententiae (sententie could be medieval Latin, though).

Sorry for nitpicking!:mischief:

Yes, you are right! Thanks!;)

avain
Feb 02, 2008, 02:24 AM
Actually I was thinking about that too. I havent started attempting to integrate DCM 1.3 into my modpack yet, but with AIAutoPlay already in Revolutions I can see conflicts already.

It can be resolved, but you've got to be carefull. It's using the same names at different places. What I did was that I preserved the AIAutoPlay from Revolutions mod - after a couple of failed compiles;) Also, watch out for python and screens...


This mod is actually VERY similar to VDRN... except with a Modern Warfare Mod and BUG.

Because of the Similarities I am even considering taking VDRN in a different direction :).
I'd like to see VDRN grow. I never tried Revolutions mod, so I thought I'd give it a go.


I want influence Driven War in but I am holding off on BUG for now.

Over all, very nice mod Avain. I see what you mean by similar now. If you had released this a week ago it could have saved me a ton of effort :)
Yeah, yeah, oh yeah;)

Actually Avain, if you made an optional Revolution Component and Regiments Component i would just play yours instead lol

I could provide Regiments, I have it as a drag and drop module with scale tweaks to make it look proper with VD

I'll think on that. But you should certainly provide a module of Regiments!!!

Thanks!

avain
Feb 02, 2008, 01:56 PM
Some info: it seems that when using World_Piece_Vanila map script(at least on Huge), after a while savegame gets corrupted(?). It's a mem. allocation error on subsequent loading(mem. leak?), I could reproduce the error(although quite random).
So, please use the default map generators for the time being, I did not have (yet) problems with those.

avain
Feb 02, 2008, 02:40 PM
I don't know why, but it really seems to be an issue with World_Piece_Vanila . I experimented with Smartmap and it's ok.

avain
Feb 02, 2008, 03:54 PM
Ok, I integrated the Inquisition [BTS] v1.6 by bmarnz. In the next update I'll be interested to hear your opinion about this component!

RPG
Feb 02, 2008, 05:35 PM
Ok, I integrated the Inquisition [BTS] v1.6 by bmarnz. In the next update I'll be interested to hear your opinion about this component!

That's good news! Looking forward to Beta 3! :D

RPG
Feb 03, 2008, 05:49 PM
This mod is amazing! I'm about half way through a game & having a lot of fun playing!

So far, all the new additions seem to be working just fine! :goodjob:

Dale
Feb 03, 2008, 06:45 PM
Actually I was thinking about that too. I havent started attempting to integrate DCM 1.3 into my modpack yet, but with AIAutoPlay already in Revolutions I can see conflicts already.


The AIAutoPlay in Revolutions uses that other python event manager (can't remember the name of it right now) whilst mine is into a standard event manager.

The SDK implementation should be very similar (almost identical) but the python implementation is completely different.

avain
Feb 04, 2008, 02:16 AM
The AIAutoPlay in Revolutions uses that other python event manager (can't remember the name of it right now) whilst mine is into a standard event manager.

The SDK implementation should be very similar (almost identical) but the python implementation is completely different.

Thanks Dale, the SDK impl. is actually the same (only one really minor difference) - so one can choose to use custom interface or standard event manager.

avain
Feb 04, 2008, 02:38 AM
Aaargh.
I decided to re-check most of the integrations, and redo some of those manually again to increase stability.
I have achieved quite a stable core with all functionality except MEE and NextWar. But right now I'm facing some nasty problems when adding MEE to this core. Guess I have to dive deep into debugging now :( (amazingly or not, CTD happens only after reloading, and only in 2/3 of cases of the same save- but then even after pressing ESC to bring up the menu...)

mice
Feb 04, 2008, 01:17 PM
I'm beta testing avain , playing HRE at marathon speed. Will keep you posted.

BTW, why is 'stack attack' disabled in the mod as you download it ? Surely it's one of the main features of this modpack.

avain
Feb 04, 2008, 03:57 PM
I'm beta testing avain , playing HRE at marathon speed. Will keep you posted.

BTW, why is 'stack attack' disabled in the mod as you download it ? Surely it's one of the main features of this modpack.

It's disabled because it contradicts Influence Driven War. But you can enable it again, but Influence Driven War will behave ... badly.

avain
Feb 04, 2008, 04:09 PM
I'm really happy now ... NOT.:( :mad:

With the new beta I'm having a loadgame issue, which I think is an initialization issue(?)

If someone with some expertise with modding reads this(or someone who has some (well, ANY) idea), please help:

- Ok, when loading a savegame (even a Turn 1 savegame), it loads ok 100%. It seems to play ok. Then after hitting ESC, or hitting next turn it crashes most of the time. (Now comes the tricky part. If it does not crash, it plays ok seemingly infinitely (tried it with Autoplay).) But it usually crashes with ESC.
- Aaaand... I start a new game. On turn 1 I try and load the above mentioned crashing savegame. In 99% of the cases, it does not crash again. It plays ok. I can save the game. I can load the game. It is as if its in an 'ok' state somehow...
- Aaaand ... if I try to load it directly after restarting Civ, it crashes again (not 100%, but after it crashes, it starts to crash consistently). It can be reloaded aftere a new game start and loading the old save.


Questions:
- Do you think its related to some initializations?
- Do you think its related to Modular Loading?
- ANY idea?

Thank you if you read this.

Echo of Celts
Feb 04, 2008, 08:07 PM
V.D.R.N. is having game loading problems as well. The problem may be linked to something common with both mods.. since at the base they are so similar.

mamba
Feb 05, 2008, 12:49 AM
Do all the mods your derive from work correctly on their own, or do you simply inherit a problem that exists in one of them ?

Echo of Celts
Feb 05, 2008, 01:28 AM
I have actually rebuilt the V.D.R.N. with Revolution, Next War, Lt.Bob Global Warming, VD, Influence Driven War and Regiments.

I have played through a game so far to the medieval era and have loaded and reloaded the game multiple times with no problems. This lends me to believe the problem lies in merging D.C.M.

I am going to try and merge C.A.S.A. stand alone mod and see how that works. But Avain says C.A.S.A. and influence driven war do not work very well together, so we will see.

avain
Feb 05, 2008, 03:13 AM
Do all the mods your derive from work correctly on their own, or do you simply inherit a problem that exists in one of them ?

I'd assume they work well on their own. I'll today test the version I rebuilt (it's all the mods from the first post minus MEE for VD and NextWar), and check the situation. Currently it seems that adding MEE to the pack causes loading errors - although I assume it's somehow connected to modular loading(?).
I did a lot of tests with the new version with MEE added, and the loading bug is there. Although with the start new game -> load old game trick the old save can be continued without problems... This frustrates me to no end...:(

But I will continue the testing...;)

avain
Feb 05, 2008, 03:14 AM
I am going to try and merge C.A.S.A. stand alone mod and see how that works. But Avain says C.A.S.A. and influence driven war do not work very well together, so we will see.

What I experienced is that when CASA is on, Infl.Driven War seems to kick-in only randomly/not at all. If I turn CASA off, Infl. Driven War works as advertised.

avain
Feb 05, 2008, 03:27 AM
I have actually rebuilt the V.D.R.N. with Revolution, Next War, Lt.Bob Global Warming, VD, Influence Driven War and Regiments.

I have played through a game so far to the medieval era and have loaded and reloaded the game multiple times with no problems. This lends me to believe the problem lies in merging D.C.M.

I'd be very much interested in your further discoveries!

avain
Feb 05, 2008, 04:07 PM
Ok, to anyone interested:

I re-merged a mod containing:

- BUG 2.20 by Alerum68, Cammagno, EmperorFool, NikNaks93, ruff_hi (http://forums.civfanatics.com/forumdisplay.php?f=268)
- Bhruic's Unofficial BTS 3.13 patch v1.11 (http://forums.civfanatics.com/showthread.php?t=246057)
- Dale's Combat Mod v1.3 (http://forums.civfanatics.com/showthread.php?t=168966)
- Influence Driven War v1.1 by Moctezuma (original mod for info: http://forums.civfanatics.com/showthread.php?t=188007)
- Enhanced Tech Conquest v0.6 by Grave and Jeckel (http://forums.civfanatics.com/showthread.php?t=245593)
- ActualQuotes v4.00 by Willowmound (http://forums.civfanatics.com/showthread.php?t=234288)
- AIAutoPlay 1.41 by jdog5000 (http://forums.civfanatics.com/showthread.php?t=171127)
- Varietas Delectat v3.3 (http://forums.civfanatics.com/showthread.php?t=237192)

It's 'quite' stable. I say quite because:
- no errors on loading (Well, the only loading error is that sometimes when trying to load a different game from a well established one it CTD. But upon restart loading this other game is ok.)
- managed to autoplay a Marathon Huge map 10+ civ session 1100+ turns without error (and several smaller sessions) (I'd lie if I said that I did not see a CTD, there was one during several tries, failed to reproduce)

...edit: just had a 3 civ Marathon, 1300+ turns without problems.

RPG
Feb 05, 2008, 06:35 PM
I wasn't able to finish the game I started, it too crashed while loading the saved game. I'll try the next version & see what happens.

If adding the MEE & Next War modules are causing issues, have you considered adding them in the good old fashioned way? It may not be an ideal solution but it should work.

avain
Feb 06, 2008, 01:27 AM
I wasn't able to finish the game I started, it too crashed while loading the saved game. I'll try the next version & see what happens.

If adding the MEE & Next War modules are causing issues, have you considered adding them in the good old fashioned way? It may not be an ideal solution but it should work.

Yes, that's probably what I'll try next.

avain
Feb 06, 2008, 04:03 AM
BETA 3 uploaded with reduced content, but should be more stable

avain
Feb 06, 2008, 04:39 PM
another test tonight with beta3

Huge map, 10+ civs, Marathon
(auto)played 850+ turns without problems

It's seems I can build on this core now.

To anyone (beta) testing this mod: Did you try beta 3? Did you have issues with it?

RPG
Feb 06, 2008, 05:30 PM
I still haven't been able to load a saved game. :(

mice
Feb 06, 2008, 08:27 PM
I still haven't been able to load a saved game. :(

I'm loading saved games without a hitch. Playing th previous version though, as my marathon games take a while.

avain
Feb 07, 2008, 01:00 AM
I still haven't been able to load a saved game. :(

RPG,

you mean a new game started with beta 3?
Please send me the savegame! Thanks

RPG
Feb 07, 2008, 06:41 AM
It was a beta 3 game, but unfortunately I deleted it.

I have started another game, this one is loading just fine.

Martin79
Feb 07, 2008, 07:52 AM
Will you consider the possibily to add [BtS] "Extra" mod to this super mod? I would love that! This mod comes with the features from Next War and certain features from other default mods. More civics, more wonders, few more units, future era...

söör
Feb 07, 2008, 08:07 AM
Hi!

Likes very much !I test it , particularly multiplayer in a manner.
We have some ideas, but we cannot accomplish it. Would you be able to work on him?

RPG
Feb 07, 2008, 11:07 AM
avain,

Have you been able to get CASA & Influence Driven War to work together?

Echo of Celts
Feb 07, 2008, 11:13 AM
avain,

Have you been able to get CASA & Influence Driven War to work together?

If you ever do, I would love to know how.

avain
Feb 08, 2008, 01:03 AM
Hi all!

About "Extra": I'll most probably try and do my vision of an "extra" mod, which will be this one as soon as it gets done...

About multiplayer: I don't know how multiplayer-friendly this mod is, or will be - as I never played in multi. At least one info I know about this - even Dale stated that DCM needs improvement in this regard, which is part of QC.

CASA and Influence DW: I'll check that and see if I can remedy the situation (even though I don't intend to play with CASA, but I see there are big fans out there).
So this task is on the list for sure, just the current priority #1 is:
- Checking the CTDs. I'm still getting CTDs with test plays, and I want to solve this issue. Currently I'm in the process of debugging the SDK, which involves some manual log inserts and such to isolate the crash, which is more of an intermittent issue of the WORST kind as far as I can tell.
But I'm working hard on it!

RPG
Feb 08, 2008, 09:46 AM
We appreciate your hard work!

avain
Feb 08, 2008, 09:50 AM
We appreciate your hard work!

Well, unfortunately there's still nothing to really appreciate:(

RPG
Feb 08, 2008, 10:13 AM
Nonsense!!

There is plenty to appreciate! Varietas Delectat, the Modern Era Expansion, Hungary & I'm sure you'll get this mod in good working order!

BTW, the game I'm playing is going well, I'm a bit over 600 turns into a marathon game. No problems to report. This saved game loaded every time.

avain
Feb 08, 2008, 04:31 PM
Just a quick note to modders strugling with their (big) modpacks:
I've found that using modular loading CAN/DOES cause problems, and I've decided to abandon it for my modpack.

mamba
Feb 08, 2008, 04:53 PM
Is this (you abandoning modular loading) true for VD as well ?

doronron
Feb 08, 2008, 06:16 PM
Hmm. That may mean dismantling VD 3.3 into a standard mod. Gonna have to figure out how to do that. Will just dropping the VD artdefines XML stuff into the assets\art\units directory work?

Same goes for the ethnic art module...

I do know that when I combined several non-module mods alongside VD 2.1ish, they suffered no errors. Of course, the only SDK change I had was 34 man, and I don't recall any Python stuff.

avain
Feb 09, 2008, 01:19 AM
Is this (you abandoning modular loading) true for VD as well ?

Dunno yet. I think it works ok unless we are talking about huge modpacks such as this. It will be de-modularized in QC for sure.


Hmm. That may mean dismantling VD 3.3 into a standard mod. Gonna have to figure out how to do that. Will just dropping the VD artdefines XML stuff into the assets\art\units directory work?

Same goes for the ethnic art module...

I do know that when I combined several non-module mods alongside VD 2.1ish, they suffered no errors. Of course, the only SDK change I had was 34 man, and I don't recall any Python stuff.

As VD is only some changed XML and art files, there's no issue with python and SDK. Also, Python and SDK were never subject to modular loading in any mod, so you shouldn't fear about those - it's only XML merging.

avain
Feb 09, 2008, 01:24 AM
I'd upload a beta 4 now, but unfortunately I'm in a hurry, so probably it'll be tomorrow.

mamba
Feb 09, 2008, 01:49 AM
Dunno yet. I think it works ok unless we are talking about huge modpacks such as this. It will be de-modularized in QC for sure.

So basically you are saying modular xml works with the regular dll but you get into trouble with custom dlls and / or Python changes ?

I would not expect that, unless there were errors in the dll / Python changes which cause these - but then I never gave it a try.

What kind of problems did pop up for you related to the modular xml ?

Curious as I was thinking about adding Bhruic, DCM and maybe some other stuff myself ;)

doronron
Feb 09, 2008, 09:23 AM
As VD is only some changed XML and art files, there's no issue with python and SDK. Also, Python and SDK were never subject to modular loading in any mod, so you shouldn't fear about those - it's only XML merging.

I am aware that it is only XML. What I meant was, should taking the XML out of the Modules\XML directory tree and dropping them into the Assets\XML directory tree be sufficient (provided the files those XML tags point to are also moved)?

avain
Feb 10, 2008, 10:09 AM
So basically you are saying modular xml works with the regular dll but you get into trouble with custom dlls and / or Python changes ?

I would not expect that, unless there were errors in the dll / Python changes which cause these - but then I never gave it a try.

What kind of problems did pop up for you related to the modular xml ?

Curious as I was thinking about adding Bhruic, DCM and maybe some other stuff myself ;)

Exactly. I wouldn't have expected that either. But sometimes when you rule out everything possible, what remains is the solution.
Now I'm not 100% dead sure that there are no other errors affecting this, but what I experienced is:
- Random crashes after loading a game with QC. Random means - sometimes after loading you hit Esc and it crashes, and sometimes you load the exact same game and can continue without problems.
- Since there's a dll change to save game params, I could not straight remove the modified dll to check the problem, but I could replace it with Dale's dll (which has AIAutoplay and thus the same savegame params), and with Dale's dll, without the Python modification and only with VD modularly loaded - bamm! - there's the same (random) crash.

Now what I did was remerge the modular VD into the XMLs, and voila! I haven't had the same problems anymore...

avain
Feb 10, 2008, 10:10 AM
I am aware that it is only XML. What I meant was, should taking the XML out of the Modules\XML directory tree and dropping them into the Assets\XML directory tree be sufficient (provided the files those XML tags point to are also moved)?

Well, some merging of separated XMLs is needed. I'll upload my next beta and you can check it yourself.

RPG
Feb 10, 2008, 10:39 AM
Will the Modern Era Expansion make it back into Beta 4?

& did you get CASA & Influence Driven War to work together?

mamba
Feb 10, 2008, 12:54 PM
- Since there's a dll change to save game params, I could not straight remove the modified dll to check the problem, but I could replace it with Dale's dll (which has AIAutoplay and thus the same savegame params), and with Dale's dll, without the Python modification and only with VD modularly loaded - bamm! - there's the same (random) crash.

Could be a problem in Dales DLL. I took a look at the source today in decided against ever merging anything with it. It is 90% different from the regular code, the other changes usually are between 1 and 20 lines.

Makes you merging anything with it even more impressive ;)

avain
Feb 10, 2008, 01:01 PM
Will the Modern Era Expansion make it back into Beta 4?

& did you get CASA & Influence Driven War to work together?

Right now I'll try to integrate ME to QC. That's what I'll call beta4, if it works.

Then I'll look in CASA & Influence Driven War and Next War...

avain
Feb 10, 2008, 01:33 PM
Could be a problem in Dales DLL. I took a look at the source today in decided against ever merging anything with it. It is 90% different from the regular code, the other changes usually are between 1 and 20 lines.

Makes you merging anything with it even more impressive ;)

Yep, it's a big one. Also, it seems to run flawlessly by itself - so I wouldn't shy away from including it;)

mamba
Feb 10, 2008, 01:51 PM
Yep, it's a big one. Also, it seems to run flawlessly by itself - so I wouldn't shy away from including it;)

Well, it crashed with just your VD xml, I wouldn't call that flawless ;)

If it manages to not crash with non-modular xml it still would mean I have to move to that, which I definitely won't.

avain
Feb 10, 2008, 04:30 PM
updated to beta 4

Please note that there's a separate MediaPack download from now on. Check the first post for details.

RPG
Feb 12, 2008, 06:42 AM
:woohoo: Beta 4!!

avain, did you add Dale's new xml tags to all the new aircraft included in MEE to differentiate them a bit more?

avain
Feb 12, 2008, 09:21 AM
:woohoo: Beta 4!!

avain, did you add Dale's new xml tags to all the new aircraft included in MEE to differentiate them a bit more?

Not yet; currently I'm trying to reintegrate Next War, but still running into loadgame issues with it...

avain
Feb 13, 2008, 08:25 AM
Hmmmm... it seems that loading problems occur after adding the buildings from Next War... will have to check...

Colee
Feb 14, 2008, 08:33 AM
Hi,

do you have an estimate when this is going to come out in a stable version? I can't wait for it! ;)

Keep up the good work! :goodjob:

avain
Feb 14, 2008, 08:39 AM
Szia Colee,

Don't be afraid to play Quot Capita betas, at least beta 4 should be pretty playable by itself. (not to mention you'd have good ideas -> influence mod development ;) )

RPG
Feb 14, 2008, 06:50 PM
Beta 4 is stable so far... no crashes& loaded saved game without a problem :)

avain
Feb 15, 2008, 12:49 AM
Beta 4 is stable so far... no crashes& loaded saved game without a problem :)

Thanks, RPG, I was hoping for something like this! ;)

avain
Feb 15, 2008, 01:35 PM
I needed a break from crashes, testing and integration, so I
updated my pet project, the Hungary mod to v3.0!

http://forums.civfanatics.com/showthread.php?t=248462

strategyonly
Feb 15, 2008, 11:16 PM
Where do you have the Air Force XML?

avain
Feb 16, 2008, 02:20 AM
Where do you have the Air Force XML?

In the fridge?
;)
I'm not sure what are you referring to... The only air force behaviour change comes from Dale's DCM. More air units are coming from MEE for VD.

strategyonly
Feb 16, 2008, 03:13 AM
In the fridge?
;)
I'm not sure what are you referring to... The only air force behaviour change comes from Dale's DCM. More air units are coming from MEE for VD.

Well i looked into the art area and found a folder called Air Forces/Bonus Units etc, that stuff??:rolleyes:

avain
Feb 16, 2008, 03:54 AM
Well i looked into the art area and found a folder called Air Forces/Bonus Units etc, that stuff??:rolleyes:

You mean in the [air] folder? The [adv jet], [early jet] etc folders?

strategyonly
Feb 16, 2008, 05:49 AM
You mean in the [air] folder? The [adv jet], [early jet] etc folders?

Nevermind, i looked at a different MOD that had VD on it, sorry??:blush:

söör
Feb 16, 2008, 05:51 AM
Helo Avain!

Egy kérdésem lenne: milyen mélységig tudsz a civ4-be belenyúlni? Azért kérdem mert egy mod elképzelés megvalósíthatóságáról szeretném a véleményed kérni.

avain
Feb 16, 2008, 06:03 AM
Helo Avain!

Egy kérdésem lenne: milyen mélységig tudsz a civ4-be belenyúlni? Azért kérdem mert egy mod elképzelés megvalósíthatóságáról szeretném a véleményed kérni.

(again, please lets use ENGLISH;))

So, the question was that till what depth I can fiddle with Civ, so if I could anwser a mod feasibility question.

Well, it depends, I've certainly seen a bit of XML, Python and also SDK stuff, so just ask, and I'll answer to best of my knowledge!

RPG
Feb 16, 2008, 10:35 AM
Hi avain,

Have you had any luck getting Jkp1187's Not Just Another Nextwar Mod integrated?

& have you decided to include any mapscripts?

avain
Feb 16, 2008, 02:33 PM
updated to beta 5
------------------------------------
Reintegrated Nextwar, now it's v1.35.
Had to remove jkp1187's custom events - I suspect it was not the root cause, but it was causing loading issues.

avain
Feb 16, 2008, 02:39 PM
Have you had any luck getting Jkp1187's Not Just Another Nextwar Mod integrated?

& have you decided to include any mapscripts?

It's still giving me headaches, but I integrated it anyway;)

Mapscripts will come - after the core is stable...

avain
Feb 16, 2008, 02:42 PM
:help:To anyone who wants to help in Quot Capita mod development:
please play it! I need to get reports about stability of the new beta 5, so I can start to fine tune it - making it a mod I always wanted to make and I hope worthy of your playing time! Thanks!:help:

JEELEN
Feb 16, 2008, 03:47 PM
Will try it tomorrow.;)

primordial stew
Feb 17, 2008, 04:17 AM
Playing was going along great up to ~260BC, but then I tried to reload and get CTDs. The last 2 auto-saves CTD while loading, and this one is my last (ctrl-s) save. It CTDs after "Argos" is settled (on the hill next to 3 dye).
http://forums.civfanatics.com/uploads/61935/Pericles_BC-0425.CivBeyondSwordSave

It's beta5.

JEELEN
Feb 17, 2008, 04:31 AM
I've tried out the Beta5 mod on a 18 civ Huge Worldmap with lots of barbs and playing up til 250 AD encountered no problems.

(Haven't tried reloading a Savfile yet, but have this comment on the "Press Ctrl-Alt-O..." text, which keeps flashing even after I changed a BUG setting; also, unit graphics keep changing from standard to EDU. Both these issues may be related to the original BUG and EDU mods however, as I've seen these graphic blips before.)

JEELEN
Feb 17, 2008, 05:13 AM
I've checked and got no problem loading my latest SAVfile.:goodjob:

(I also checked if The Crusades! could be played using Quot Capita mod and encountered no problems there either - save a graphics issue which may be the result of the graphics limitation of my own computer:badcomp: :my French Knight's graphics only display partially or as a complete pink unit with no graphics details...)

avain
Feb 17, 2008, 10:38 AM
Thanks for the reports!

I'm checking the savegame

avain
Feb 17, 2008, 10:45 AM
Playing was going along great up to ~260BC, but then I tried to reload and get CTDs. The last 2 auto-saves CTD while loading, and this one is my last (ctrl-s) save. It CTDs after "Argos" is settled (on the hill next to 3 dye).
http://forums.civfanatics.com/uploads/61935/Pericles_BC-0425.CivBeyondSwordSave

It's beta5.

Can you load this game? (It fails for me) If you have a previous save, please upload it also! Thanks

avain
Feb 17, 2008, 10:51 AM
Sorry, my bad, I forgot to copy the art files - I managed to load the savegame.
Also, I founded Argos, and could load again.
I'm checking further

jkp1187
Feb 17, 2008, 02:06 PM
__________________________________________________ __________________________________________________ ____________
BETA 5 INFO

Reintegrated Nextwar, now it's v1.35.
Had to remove jkp1187's custom events - I suspect it was not the root cause, but it was causing loading issues.


Were you trying to load JKP-Events mod along with JKP-NextWar, or was this just the events from NextWar? Just so you know, all of the events from JKP-Events are included in JKP-NextWar, so if you were trying to load BOTH events + NextWar, I can see that this might cause some mess-ups!

avain
Feb 17, 2008, 02:50 PM
Were you trying to load JKP-Events mod along with JKP-NextWar, or was this just the events from NextWar? Just so you know, all of the events from JKP-Events are included in JKP-NextWar, so if you were trying to load BOTH events + NextWar, I can see that this might cause some mess-ups!

Yes, I know, thanks, but it was only NextWar. I highly suspect there's no problem with it, but I had strange problems with loading, and the last stable build had it removed. I'll try to reintegrate it.

Well, since you are here;), I'd like to tell you that I think I've found something fishy about the partisans event, I tried to correct it for the next build...

primordial stew
Feb 17, 2008, 06:13 PM
Sorry, my bad, I forgot to copy the art files - I managed to load the savegame.
Also, I founded Argos, and could load again.
I'm checking further

I just downloaded last night, Quot Capita beta 5 Core.7z + Quot_Capita_Media_Pack_1.0.7z are the files. I didn't change any mod options, just started a custom, fractal, map of maximum size and maximum # of civs.

Whenever settler3 tries to found a city it bombs for me. Settler4 didn't wait for an escort, and ran into a barbarian warrior.. so I went back to a save game :blush: to try again.

mice
Feb 17, 2008, 11:55 PM
Just a quick note, I started a beta 5 game and played with auto AI for about 100 turns and some turns with me fiddling around. It was fine, all stable.

When I get time I will play a proper game.

avain
Feb 18, 2008, 01:00 AM
Whenever settler3 tries to found a city it bombs for me.

Meaning you get a CTD? Or a CTD on load every time?

It is strange, because I managed to continue your savegame, settled the city exactly where you told me to, loaded it again without error.
In fact, I tried your game and AutoPlayed it to 500 more turns without error, I managed to load the game at various stages.

After year 1950 (around 500+ turns into the game) and especially around 2000 I'm getting CTD, but AFAIK it's a more general issue with modded CivIV - because this is the point where savegame hits over 1.6Mb of size.

So for trying out, sure, play around with Huge and max civ. setting, just note, that in a real game, it's most probable that you'll have memory errors in the late game because Civ4 cannot handle it (AFAIK)...

avain
Feb 18, 2008, 01:05 AM
Just a quick note, I started a beta 5 game and played with auto AI for about 100 turns and some turns with me fiddling around. It was fine, all stable.

When I get time I will play a proper game.

Thanks! Please keep the reports coming!

milka
Feb 18, 2008, 02:43 AM
wonderful..

if combine Revolution mod

i will love it

jkp1187
Feb 18, 2008, 07:02 AM
Yes, I know, thanks, but it was only NextWar. I highly suspect there's no problem with it, but I had strange problems with loading, and the last stable build had it removed. I'll try to reintegrate it.

Well, since you are here;), I'd like to tell you that I think I've found something fishy about the partisans event, I tried to correct it for the next build...

Thanks for your help on the Partisans issue. It should be fixed, and I have posted a new version containing the fix in the JKP-NextWar thread. :goodjob:

avain
Feb 18, 2008, 07:47 AM
Thanks for your help on the Partisans issue. It should be fixed, and I have posted a new version containing the fix in the JKP-NextWar thread. :goodjob:

Hey, I was just fiddling around with some values, it was you who corrected it!;) Thanks!

söör
Feb 18, 2008, 12:27 PM
Hi!

Informations here can be found to my question.
:http://forums.civfanatics.com/showthread.php?t=181037

mice
Feb 18, 2008, 11:52 PM
Not such good news from me. I'm having problems loading the save. Have to give up for now. sorry. I can give the save if you want.

avain
Feb 19, 2008, 01:58 AM
Not such good news from me. I'm having problems loading the save. Have to give up for now. sorry. I can give the save if you want.

Yes, please post the save! Thanks!

mice
Feb 19, 2008, 02:12 AM
Yes, please post the save! Thanks!

Here tis,

Hope it helps.

avain
Feb 19, 2008, 05:27 AM
Here tis,

Hope it helps.

Thanks, I checked it, and I can load it without problems.

avain
Feb 19, 2008, 12:39 PM
Just to keep you updated:
I ran a couple of tests, mainly autoplay.
The last one was a 700+ turns Large map with 15 civs and it played without CTD, loading was ok all the time.
So most probably I'll improve on this version.

mice
Feb 19, 2008, 01:03 PM
I dl- ed Quot Capita beta 5 again but it still will not load. Any ideas ?

avain
Feb 19, 2008, 01:22 PM
I dl- ed Quot Capita beta 5 again but it still will not load. Any ideas ?

Is it exactly the same save you posted? I checked it yet again and I can load it without problems...

avain
Feb 19, 2008, 03:58 PM
Ok, I'm revising the code now.
In the unit XML I removed duplicated entries and added DCM ability to new units. (planes, ships, artillery)
I also corrected the partisans event, and corrected an error in Civ4lert python.
I'm continuing the work...

avain
Feb 20, 2008, 07:21 AM
So, just to keep you updated:
I'm working on importing Sevo's Mastery Victory to QC! (it is a bit of a work since it was for Vanilla and Warlords only)

ripple01
Feb 20, 2008, 08:41 AM
avain,

Could you describe how you got Influence Driven War working with Dale's Combat mod? I ran into some problems combining the two and any advice would be appreciated.

Cheers,
ripple01

avain
Feb 20, 2008, 09:14 AM
avain,

Could you describe how you got Influence Driven War working with Dale's Combat mod? I ran into some problems combining the two and any advice would be appreciated.

Cheers,
ripple01

It's NOT working correctly with Stack Attack. It DOES work with all DCM components without CASA.
Besides this, you can always check the source files; I included them; and if you have any specific question I'd be happy to help!

mice
Feb 20, 2008, 12:42 PM
So, just to keep you updated:
I'm working on importing Sevo's Mastery Victory to QC! (it is a bit of a work since it was for Vanilla and Warlords only)

That's really great news. Sevo's Mastery changes the game in a very good way.

avain
Feb 20, 2008, 03:11 PM
updated to beta 6
-------------------------------------------------------------------------
- integrated Mastery Victory by Sevo
- integrated Inquisition mod by bmarnz
- cleaned up unit xml
- corrected unit xml, so I hope all eligible units can now perform DCM actions
- corrected NextWar partisans event
- made some corrections to Civ4lert.py

mice
Feb 20, 2008, 07:55 PM
Sorry I don't have better news, but , I can't reload a game.

I cleared out my custom assets , not that . Re downloaded , media pack files into the assets folder of beta 6.

Does anyone else have these loading problems with 6 ?

avain
Feb 21, 2008, 02:16 AM
Sorry I don't have better news, but , I can't reload a game.

I cleared out my custom assets , not that . Re downloaded , media pack files into the assets folder of beta 6.

Does anyone else have these loading problems with 6 ?

Please post your failing savegame(s) (again).
Thanks
PS: you know that because of the changes done in beta 6 it breaks savegame compatibility? So you started a new game with beta6, right?

mice
Feb 21, 2008, 04:27 AM
Here's the latest attempt. I played AI auto play for a hundred turns or so .

There's nothing for me to clear out except a clean install of civ 4, but I don't think that's necessary as the other mods load and play.

The save crashes at the dale loading screen.

When exiting the game I have in previous beta's got a message that a memory function did not occur. I don't have a screenshot of it but will try to catch one next time.

BTW the merge combination is great. I want to play inquisition/religious victory.

avain
Feb 21, 2008, 04:48 AM
Here's the latest attempt. I played AI auto play for a hundred turns or so .

There's nothing for me to clear out except a clean install of civ 4, but I don't think that's necessary as the other mods load and play.

The save crashes at the dale loading screen.

When exiting the game I have in previous beta's got a message that a memory function did not occur. I don't have a screenshot of it but will try to catch one next time.

BTW the merge combination is great. I want to play inquisition/religious victory.

Thanks, I'll check this as soon as I get home from work.

edit: Ok, I tried it 3 times in a row, no failures. I also autoplayed it a bit and still no errors. What I can suggest you is to check you .ini settings, it might help.

avain
Feb 21, 2008, 12:26 PM
sdk source download added for beta 6, check first post
--------------------------------------------------

in case you are interested in Mastery Victory;)
(note: starship event will need improvement)

valve
Feb 21, 2008, 05:00 PM
I downloaded just beta 6 and I cannot see some units (including, surprisingly, warriors). What I am missing?

RPG
Feb 21, 2008, 06:27 PM
I downloaded just beta 6 and I cannot see some units (including, surprisingly, warriors). What I am missing?

Did you download the media pack? You'll need that as well.:)

valve
Feb 22, 2008, 04:46 AM
Yes, I did. It should be clearly stated in the first post though.

avain
Feb 22, 2008, 05:46 AM
Yes, I did. It should be clearly stated in the first post though.

Well, I thought people would actually read the installation instructions. But now I added nice red warnings to download.

Onto your problem: you sure you did everything as described in the instructions?

valve
Feb 22, 2008, 10:55 AM
Yes, and now it works.

devillock
Feb 23, 2008, 05:59 PM
This mod looks great.

Is there any way to add other modular civs to this mod?

primordial stew
Feb 24, 2008, 02:08 AM
Is a Great Prophet supposed to be able to join a city?

Also, the interface gets messed up if a great prophet is selected when the city screen is brought up. The city details stay on the screen when exiting the city screen. It's probably this (from PythonErr.log):
AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Can't find type enum for type tag RELIGION_KI
Traceback (most recent call last):

File "CvScreensInterface", line 803, in forceScreenRedraw

File "CvMainInterface", line 862, in redraw

File "CvMainInterface", line 1863, in updateSelectionButtons

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

Here is the savegame:
http://forums.civfanatics.com/uploads/61935/Pericles_beta6_AD-0190.CivBeyondSwordSave

avain
Feb 24, 2008, 11:39 AM
Yes, and now it works.

Glad to hear!

This mod looks great.

Is there any way to add other modular civs to this mod?

I hope I'll get to that point, but currently it's not recommended (mainly because of the errors in modular loading)

Is a Great Prophet supposed to be able to join a city?

Also, the interface gets messed up if a great prophet is selected when the city screen is brought up...

Yes, I didn't change anything with the Great Prophets.
Thanks for the finding, I'll check it!



@all: I had a chance to test QC on a different machine, and to cut this short, until the next update check the Quot Capita.ini file and change ModularLoading = 1 to ModularLoading = 0.
I've experienced that this helps with some loading errors!

mice
Feb 24, 2008, 03:58 PM
Good news . I realized that the game will load if I am already in Quot Capita. It will not load if I go from the base game to a Quot Capita save.

So it's easy, just go into the mod first then load the game.

Will keep posted.

Edit ; with the great prophets I'm getting some interface weirdness too, but it sorts itself out with some clicking around the map an trying different things, like going to another city then trying again. Not a technical feedback, but the prophet did join the city eventually.

Edit ; small bug in Mastery. My rival is scored as "launched" but we are all still in the renaisance. His score seems too high too, probably the 100 points from launching

Conqueror Worm
Feb 27, 2008, 02:06 PM
Avain, Could you possibly supply an alternative dll with more than 18 civs for this?

I would like to play this with Ghenkis Kai's giant world map, which has 36 civs I believe - though I do remove about 7 to 15 of them in the world builder, that still leaves me with at least 21 civs, plus the needed empty slots for potentially numerous colonies on such a giant map.

Dale provided an extra download with three or four various alternative dlls of 24, 32, etc. civs for his latest Combat Mod. I combined this with Wolfshanse's graphic modpack and the Giant Kai map, but my combo crashes upon first conflict, so I guess your mod must be the way to go if I want Dale's Combat, beautiful flavored graphics, and the giant Ghenkis Kai!

By the way, I had been using you delectat mod with Ghenkis Kai and a modified dll with no problems, but now wish to try Dale's Combat as well, so this is why I ask for the dll. Regardless however, thanks so much for all the previous work on the Delectat. Am now very much looking forward to Quot Capita - but alas, am also of late addicted to huge or giant maps with more than 18 civs and of course extra slots for ample colony expansion.

What say ye, can it be done?

avain
Feb 27, 2008, 03:06 PM
Good news . I realized that the game will load if I am already in Quot Capita. It will not load if I go from the base game to a Quot Capita save.

So it's easy, just go into the mod first then load the game.

Will keep posted.

Edit ; with the great prophets I'm getting some interface weirdness too, but it sorts itself out with some clicking around the map an trying different things, like going to another city then trying again. Not a technical feedback, but the prophet did join the city eventually.

Edit ; small bug in Mastery. My rival is scored as "launched" but we are all still in the renaisance. His score seems too high too, probably the 100 points from launching

Thanks! Glad you managed to load. I'll investigate the Mastery and the Prophet bug.

Avain, Could you possibly supply an alternative dll with more than 18 civs for this?

I would like to play this with Ghenkis Kai's giant world map, which has 36 civs I believe - though I do remove about 7 to 15 of them in the world builder, that still leaves me with at least 21 civs, plus the needed empty slots for potentially numerous colonies on such a giant map.

Dale provided an extra download with three or four various alternative dlls of 24, 32, etc. civs for his latest Combat Mod. I combined this with Wolfshanse's graphic modpack and the Giant Kai map, but my combo crashes upon first conflict, so I guess your mod must be the way to go if I want Dale's Combat, beautiful flavored graphics, and the giant Ghenkis Kai!

By the way, I had been using you delectat mod with Ghenkis Kai and a modified dll with no problems, but now wish to try Dale's Combat as well, so this is why I ask for the dll. Regardless however, thanks so much for all the previous work on the Delectat. Am now very much looking forward to Quot Capita - but alas, am also of late addicted to huge or giant maps with more than 18 civs and of course extra slots for ample colony expansion.

What say ye, can it be done?

Yes, it can be done, and it's quite easy - I inteded to give different dlls once the thing is stable, alas I'm having troubles with it right no.
Also, do you realize that huge maps create memory allocation problems at the endgame? As far as I know, this is a common problem once a savegame reaches a certain size. I advise that you play huge maps only if you know what you are doing;)

avain
Feb 27, 2008, 03:10 PM
Ok, guys, not so good news:
I completed beta 7 - I added terraforming which functions exactly as I planned (it's not overpowered at all!)
But... I found errors with loading. It is not a game breaker thou, if you are interested what it is, you can check: http://forums.civfanatics.com/showthread.php?t=264983
The bad news is that it seems it's also the problem with beta 6 at least...:(

So currently I'm unsure how to proceed, but I'll work out something...

mice
Feb 27, 2008, 05:52 PM
I'm just finishing up a mammoth game, although it was on a small map !

Mastery victory, war with Shaka, Bismark. The Veritas units are fantastic.

The merge makes for a really good game. Thanks !

Edit; when you're looking at the mastery victory , also I noticed that there were no points scored for Legendary cities. Intentional? Usually they give 30 points each. It makes for a game where you can concieveably skip the space ship and go for numerous legendaries.

avain
Feb 29, 2008, 03:09 AM
Thanks for the reports!

Just to update you, I decided to switch to Visual Studio instead of Codeblocks for the SDK and it seems I can get some debug info for the CTDs. Will see how useful it is, I'll be playing with it during the weekend.

Trislan
Feb 29, 2008, 02:55 PM
I first want to say that I love Quot Capita, even though I haven't been able to finish a game with it because I play on huge maps.

In my last game everything went smoothly (including loading/saving: I turned off modular loading as suggested), but there was a serious graphical glitch near the end. The arcology dome graphics were about 10 times the proper size for about 60% of the cities (both mine and the computer civs). The domes were bigger than the screen, and the bases completely obscured whole tiles.

This effect continued even after saving, exiting, and reloading the saved game.

I'm guessing that there was a bug in the code which determines the size of the arcology dome (since it varies for each city). I even had one city which had a proper regular-sized dome turn into a monster-dome after a spy destroyed the factory there (which probably resized the city).

Thanks again for a great mod!

primordial stew
Feb 29, 2008, 11:49 PM
Good news . I realized that the game will load if I am already in Quot Capita. It will not load if I go from the base game to a Quot Capita save.

Eureka! To load a savegame:
1. disable modular XML
2. load the mod
3. load the savegame :crazyeye:

I've always just double-clicked on the savegame to resume. This is the only mod I've played where something else needed to be done in order to load it up.

RPG
Mar 01, 2008, 08:19 AM
How's Beta 7 coming along?

avain
Mar 01, 2008, 11:45 AM
How's Beta 7 coming along?

I had beta 7 ready, but I decided to root out the loadgame issue, so I'm working on it now...

primordial stew
Mar 01, 2008, 01:11 PM
Is this working correctly?

I'm Buddhist, but I'm getting +2 hammers from the Taoist temple+monastary. I'm governed by Apostolic Palace descisions (eg stop the war against Inca), which is controlled by the Inca, and they are the only Taoist civ.

mice
Mar 01, 2008, 03:11 PM
If it helps, I'm getting this error message when I close the game.

http://i241.photobucket.com/albums/ff7/mice2_photo/errormessage.png

The game loads, plays and closes fine, but this message then comes up.

avain
Mar 01, 2008, 05:06 PM
Tomorrow I hope I can upload beta 7!

mice
Mar 01, 2008, 06:11 PM
Is this working correctly?

I'm Buddhist, but I'm getting +2 hammers from the Taoist temple+monastary. I'm governed by Apostolic Palace descisions (eg stop the war against Inca), which is controlled by the Inca, and they are the only Taoist civ.

If you have at least one Taoist city then that's all in order. doesn't matter which state religion you are. Anyone with a Taoist city will be a member. Hit F8 and then "members" It'll tell you which religion has the Apostolic.

Edit; I just realized that if you go into Theocracy, in Quot Capita you can use the inquisitor to get rid of the taoist religion in your empire. That would free you from the influences of the AP.

It comes down to whether or not you want the hammer bonus, and the geo-political situation. Interesting possiblilty made possible by the clever inquisitor mod.



Tomorrow I hope I can upload beta 7!

Looking forward to it, but I'm at about 1800 in a beta 6 game. It's too good to abandon. Late war units: :drool:


Edit ; avain, is there a reason that the domestic advisor doesn't have as much info as it does in BUG? I mean especially the buildings built.

avain
Mar 02, 2008, 12:19 PM
I'm busy with making and uploading beta 7, and I thought I give you a sneak-peek into a new feature;)

avain
Mar 02, 2008, 12:35 PM
updated to beta 7

mamba
Mar 02, 2008, 01:33 PM
Hehe, that was a very close future we took a peek at apparently.

I get a file not found error when trying to download beta 7, is it still awaiting approval ?

avain
Mar 02, 2008, 02:00 PM
Hehe, that was a very close future we took a peek at apparently.

I get a file not found error when trying to download beta 7, is it still awaiting approval ?

Apparently something's wrong.
I'll reupload it now.

edit: I cannot seem to be able to download anything at the moment. Must be a CFC error...

avain
Mar 02, 2008, 02:32 PM
Ok, I used even this little to do some error corrections reported by you:
- updated to ActualQuotes v4.20
- corrected Mastery Victory screen to display Legendary Cities info
- corrected an error related to giant arcologies
( forgive the pun, but the stables were not stable!;) )

I uploaded a beta 7b version, so if you were quick, please re-download, it's worth it as you can see

JEELEN
Mar 02, 2008, 02:34 PM
Will try later - maybe there'll be another update!;)

avain
Mar 02, 2008, 02:52 PM
Will try later - maybe there'll be another update!;)

;)
As a matter of fact I'll upload a c version, since it seems noone can download right now! :D

mice
Mar 02, 2008, 03:37 PM
The B version is downloading OK for me . I canceled it to wait for the C

avain
Mar 02, 2008, 03:49 PM
yep, sorry for this, while testing I forgot to inlcude Infl.driv.war...:(

avain
Mar 02, 2008, 04:03 PM
beta 7c is up, sorry once more...

mamba
Mar 02, 2008, 04:14 PM
Innovative way to increase the download counter ;)

mice
Mar 02, 2008, 04:19 PM
yep, sorry for this, while testing I forgot to inlcude Infl.driv.war...:(

Inf driven war is a really good aspect of this mod. I like it a lot. dl - ing now.

avain
Mar 03, 2008, 12:40 AM
Innovative way to increase the download counter ;)

Yeah, you know, one must try everything:lol:

avain
Mar 03, 2008, 11:18 AM
Ok, I found out that forest planting can be exploited by the player in its current form, so use it at your discretion...

RPG
Mar 05, 2008, 02:51 PM
Terraforming & the Inquisitor are simply awesome!

Nice Job, avain!

So...is Beta 8 ready yet? :mischief:

Scrooge
Mar 06, 2008, 09:08 AM
Any chance of having [Revolutions mod] in?
Any ETA if yes?
Please?

mice
Mar 06, 2008, 12:57 PM
Any chance of having [Revolutions mod] in?
Any ETA if yes?
Please?

But Rev should be an option yes? Revolutions makes for a different game.

Scrooge
Mar 06, 2008, 02:23 PM
It may be an option as long as it's turned on :)
Every mod included makes for a different game

BTW, I've dloaded your mod for testing, dl - fine, install - fine, load and fire-up - fine
single game on large fractal map, 10 civs, accelerated start - then
on the first computer move (just after set-up) all religions get founded and wonders get built, had to abort - there was no point playing
sorry

ptzvetan
Mar 07, 2008, 05:01 AM
HI

I'm trying to test Beta 7but I don't have minimap and all other menus on the main screen
Any idea what I am doing wrong:confused:

avain
Mar 07, 2008, 10:07 AM
HI

I'm trying to test Beta 7but I don't have minimap and all other menus on the main screen
Any idea what I am doing wrong:confused:

Did you do everything according to the installation instructions?

ptzvetan
Mar 07, 2008, 10:10 AM
Step by step

avain
Mar 07, 2008, 10:19 AM
You could try setting
NoCustomArt = 0
and
NoCustomAssets = 0
to
NoCustomArt = 1
NoCustomAssets = 1
in Quot Capita.ini file.

ptzvetan
Mar 07, 2008, 10:29 AM
Didnt help

avain
Mar 07, 2008, 10:45 AM
Didnt help

This happens when you get a python exception.
You have BtS 3.13, right?
You did not alter any (python) files?

ptzvetan
Mar 07, 2008, 10:47 AM
Nothing is changed from 3.13 BTS

mamba
Mar 07, 2008, 11:04 AM
This happens when you get a python exception.
You have BtS 3.13, right?
You did not alter any (python) files?

I also got something like that a while ago from wrong unit art references (the civ unit arts referring to unit art definitions which do not exist) when playing the civ with the error.

avain
Mar 07, 2008, 11:44 AM
Then, what civ are you playing, ptzvetan?

MattFDR
Mar 07, 2008, 02:56 PM
Well my first post on this forum. That's right I made an account just to tell you this mod rock my socks. i love that phrase. Seriously though the only modd I've enjoyed as much so far was TR and since that isn't updated to BtS I needed a new one and so far yours if fan-freakin-tastic. Just curious as to whatelse, if anything, you plan to add in the future. i'd like to see Revolutions mod in here but admittedly I know nothing about modding so don't know how feasible it would be. All in all fantastic stuff though. Only problem I've encountered is saved games won't automtically load from the unmodded game so you need to load the mod but that's no hassle of any kind.

avain
Mar 07, 2008, 04:33 PM
Well my first post on this forum. That's right I made an account just to tell you this mod rock my socks. i love that phrase. Seriously though the only modd I've enjoyed as much so far was TR and since that isn't updated to BtS I needed a new one and so far yours if fan-freakin-tastic. Just curious as to whatelse, if anything, you plan to add in the future. i'd like to see Revolutions mod in here but admittedly I know nothing about modding so don't know how feasible it would be. All in all fantastic stuff though. Only problem I've encountered is saved games won't automtically load from the unmodded game so you need to load the mod but that's no hassle of any kind.

Thanks, Matt!
Right now I'm still trying to stabilize things, then we will see...

ptzvetan
Mar 07, 2008, 05:26 PM
Then, what civ are you playing, ptzvetan?

I tried the Duch then China but the same

Here is my game
Please try if it works with you

mice
Mar 07, 2008, 06:35 PM
ptzbvetan , that save for me doesn't have an interface too. But Quot Capita 7 works for me from 'play now' with no trouble. So it must be a problem with your installation or custom assets or so.

Maybe try reinstall of QC 7 and clear out your custom asstets - or as avain said go 'custom assets=0'

in the config file

RPG
Mar 07, 2008, 07:07 PM
Didnt help

I've had this happen to me with un-modded civ a while back. I just hit the Windows key on the keyboard, went back to the game & the interface was back.

avain
Mar 08, 2008, 01:50 AM
I tried the Duch then China but the same

Here is my game
Please try if it works with you

Ok, I've checked it and it works for me. So, if you already tried to play with the Quot Capita ini settings, then there is only one way to go, if you are willing:
- you should switch on the logging in the Civilization.ini file (It should be somewhere like c:/.../My Games/Beyond the Sword)
Check for these lines:
; Enable the logging system
LoggingEnabled = 0

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 0

; Enable message logging
MessageLog = 0

And set everything to 1. Then load up your game and exit. This should have generated some logs in the .../My Games/Beyond the Sword/Logs folder. Please zip the folder and post it or send it to me.

If you are willing to do this, I might be able to help

avain
Mar 08, 2008, 11:18 AM
ptzvetan,

I checked the logs you sent me.
It seems to me that the error comes from a place when a python routine tries to determine the path of your Civ installation, reading registry settings, etc. Also, it searches for folders, etc, and it cannot find a file, probably because it cannot determine the paths.

Unless you know how to change win registry to correct values, I'd strongly suggest you to reinstall civ, it might help you.

Also, before you do this, you should try the BUG mod from here:
http://forums.civfanatics.com/showthread.php?t=241793
If the same happens with BUG mod only, then it's what I wrote...

RPG
Mar 09, 2008, 10:47 AM
Avain...

Maybe this will help...

http://forums.civfanatics.com/showthread.php?t=266718

avain
Mar 09, 2008, 12:41 PM
Thanks, RPG!
ptzvetan, please check the link RPG provided.
Also, do you have the Complete Edition of Civ? That might be the answer for the missing registry keys...

Imperator666
Mar 11, 2008, 09:35 AM
great mod! but what about revolutions? this added would be a blast :)

Conqueror Worm
Mar 15, 2008, 04:26 PM
I have been playing beta 7 for several days now with no problems! Cheers!

Just a thought - Graves Flavored Civics mod looks very interesting. From his readme file:

Description:
This mod adds <Flavor> tags to the Civics. This allows LeaderHeads with
certain Flavors to be more inclined to select certain Civics.

For example:

In this mod, I made Stalin have a Military Flavor of 10.

I also made Police State, Nationalism, Slavery and State Property
have a Flavor value of 10.

During testing, Stalin would always pick Police State, Slavery
and State Property as his Civics. The only exception was he would
select Bureaucracy instead of Nationhood, which goes to show that the AI
doesn't automatically base it's decisions off of Flavor, instead it uses
it to "influence" it's decisions.


Installation Instructions:

1) Unzip this into one of the following:
a) "Sid Meier's Civilization IV\Beyond the Sword\Mods\" folder.
b) "My Documents\My Games\Beyond the Sword\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Grave's Flavored Civics
4) Load the game.
5) Then play as normal.


-----Game Play-----

- Adds <Flavor> tags to all Civics.

- Not all Civics have to be Flavored, only if you want it to.

- The higher you make the Flavor number, the more Flavored the Civic will
be. You can also have multipule Flavors per Civic.




-----Notes to Modmakers-----

If you want to use Grave's Flavored Civics Mod in your mod I have tried
to make things as easy as possible for you. In the XML files I have added
<!-- Grave's Civic Flavor Mod --> in all of the places that I have made
changes to the original files.

In the SDK files I have added:

/*** GRAVE'S FLAVORED CIVICS, 4 October 2007 by Grave START ***/
and
/*** GRAVE'S FLAVORED CIVICS, 4 October 2007 by Grave END ***/

in all of the places that I have made changes to
the original files.



Also, once again, am looking forward to an eventual dll with more civs, I guess once you get past the Beta stage. Thanks again for all the wonderful work!

Imperator666
Mar 19, 2008, 06:48 AM
hm i found a bug: when loading this savegame and all its other autosaves, except for the 4000 BC save it crashes.
i play as romans. and yes i have the latest version of the mod ;)

avain
Mar 20, 2008, 04:20 AM
hm i found a bug: when loading this savegame and all its other autosaves, except for the 4000 BC save it crashes.
i play as romans. and yes i have the latest version of the mod ;)

Yes, thanks, I'm aware of the problem.
The solution will be that:
- I'm waiting for the new Firaxis patch
- build QC from ground up again to increase load game stability

Sorry for the inconveniences.

Colee
Mar 20, 2008, 07:12 AM
Yes, thanks, I'm aware of the problem.
The solution will be that:
- I'm waiting for the new Firaxis patch
- build QC from ground up again to increase load game stability

Sorry for the inconveniences.

Do we have any info or schedule on a new Firaxis patch?

usi
Mar 20, 2008, 10:22 AM
One guy in a Japanese forum has reported that the great prophet bug disappeared once s/he had his/her state religion set.

So much as I have tested, the problem disappeared no matter which religion I converted to, and the problem came back again once I stopped having a state religion and the anarchy was over.

avain
Mar 20, 2008, 12:40 PM
One guy in a Japanese forum has reported that the great prophet bug disappeared once s/he had his/her state religion set.

So much as I have tested, the problem disappeared no matter which religion I converted to, and the problem came back again once I stopped having a state religion and the anarchy was over.

Thank you for the information. I will check the issue.

JerryAtric
Mar 26, 2008, 03:36 AM
Ok, to clarify this:

- you can use NextWar mod separately with ME VD.
- you can use Quot Capita base mod separately - i.e. without any VD, ME, or Nextwar
- you can use Quot Capita base mod in any combination with: VD, VD+ME, VD+ME+NextWar

But for the purposes of this beta testing, I kindly ask you to check the full package: so VD+ME+NextWar+Quot Capita base. Thanks.

So as long as I can, I'll try to keep this modular separation, so people with different tastes can benefit.


Is this post from the first page still valid, or is this info now completely out of date? I'm looking to use the awesome VD+ME mod with the very nice NextWar Mod (which makes precisely the fixes to Next War I wanted). Nothing against all the other mods, but I'm not familiar with them and don't want to change the game too radically.
Does the mod still work like this, or at least are you still intending to make it work like this when its done?
Thanks for doing this anyway.

avain
Mar 26, 2008, 07:26 AM
Is this post from the first page still valid, or is this info now completely out of date? I'm looking to use the awesome VD+ME mod with the very nice NextWar Mod (which makes precisely the fixes to Next War I wanted). Nothing against all the other mods, but I'm not familiar with them and don't want to change the game too radically.
Does the mod still work like this, or at least are you still intending to make it work like this when its done?
Thanks for doing this anyway.

Unfortunately it's no longer supported, I even removed the download. The reason is simple: there are problems with modular loading so it would require a huge amount of work just to keep them updated. Currently I have enough on my hands, unfortunately I cannot support this many mods (that cannot be easily integrated) It is and will be part of Quot Capita in the future, too. As for the other mods, I'd suggest you to give them a try, believe me, it's worth it.

JerryAtric
Mar 27, 2008, 02:25 AM
Unfortunately it's no longer supported, I even removed the download. The reason is simple: there are problems with modular loading so it would require a huge amount of work just to keep them updated. Currently I have enough on my hands, unfortunately I cannot support this many mods (that cannot be easily integrated) It is and will be part of Quot Capita in the future, too. As for the other mods, I'd suggest you to give them a try, believe me, it's worth it.

Fair enough, I get the impression modding is quite a lot of work!

Maybe I'll try gradually plugging in some of the next war stuff myself, a bit at a time. Cheers for the Varietas D mod, with all those nice unit models being produced it really needed someone to do the work of selecting them and incorporating them in a sensible way rather than the huge duplication of effort involved in everyone doing it themselves.

mamba
Mar 27, 2008, 12:37 PM
Fair enough, I get the impression modding is quite a lot of work!

Depends on how far you are willing to go, as with most things ;)

As long as you stick with xml and do not try to do all kinds of variants which need to coexist it is pretty straightforward.

Having all kinds of coexisting pieces (VD + MEE + NW + ...) will require additional effort. Adding a custom dll is the ultimate difficulty level :)

Maybe I'll try gradually plugging in some of the next war stuff myself, a bit at a time. Cheers for the Varietas D mod, with all those nice unit models being produced it really needed someone to do the work of selecting them and incorporating them in a sensible way rather than the huge duplication of effort involved in everyone doing it themselves.

You could try my mod, it is very similar to VD + MEE + NW, and I agree there currently is a lot of duplicated / integration effort in many mods which are based on each other or have similar goals.

usi
Apr 21, 2008, 04:08 PM
I just found an "allopathic" solution for the great prophet bug:

Replace
<Type>UNIT_PROPHET</Type>
with
<Type>UNIT_PROPHETT</Type>
in CIV4UnitInfos.xml,

and
<DefaultUnit>UNIT_PROPHET</DefaultUnit>
with
<DefaultUnit>UNIT_PROPHETT</DefaultUnit>
in CIV4UnitClassInfos.xml

and
<UnitType>UNIT_PROPHET</UnitType>
with
<UnitType>UNIT_PROPHETT</UnitType>
in CIV4UnitArtStyleTypeInfos.xml.

avain
Apr 23, 2008, 03:34 AM
Thanks, usi!

I'm eager to return to Quot Capita soon, I am just uncertain whether a new patch for BtS is coming or not?? so I am waiting a bit...

mamba
Apr 23, 2008, 10:56 AM
There is one coming, it's a matter of 'when', not of 'if'.

avain
Apr 23, 2008, 04:19 PM
There is one coming, it's a matter of 'when', not of 'if'.

Yes, but it's nearly a month or more since the first news arrived (about it being 'soon' ;) )...

NikNaks
Apr 24, 2008, 10:05 AM
Yeah, but there's definitely one coming. As mamba said, it's just a matter of how long it takes.

ripple01
Apr 29, 2008, 07:29 PM
avain,

Is it possible to have the Mastery Victory unchecked as the default victory condition? I have merged your Mastery Victory code into CivFusion but am unsure how to make it default to off.

Cheers,
ripple01

avain
Apr 30, 2008, 06:19 AM
avain,

Is it possible to have the Mastery Victory unchecked as the default victory condition? I have merged your Mastery Victory code into CivFusion but am unsure how to make it default to off.

Cheers,
ripple01

If I remember correctly, by default all Victory Conditions are checked. I don't know if this can be overridden. I can check it for you, but I cannot guarantee a quick answer, because I'll be off to Prague for this long weekend.

Nyiz
May 31, 2008, 12:09 PM
I'm new to this forum, so maybe I'm the lame. So the problem is, I downloaded the Quot Capita mod (v.07) but I can't download the MediaPack because Filefront redirects me to it's homepage. Tryed to copy the files from VD but a lot of units are just red blobs. Can you help me with that? Thanks!

avain
Jun 10, 2008, 08:39 AM
I re-uploaded the MediaPack.

Flynnstones
Jun 13, 2008, 05:38 AM
Just downloaded Quot Capita. Installed it fine but it crashes everytime I try to load a new game. Any idea why?

primordial stew
Jun 15, 2008, 04:07 PM
> load/crash

Try loading the mod, and then loading the savegame.

earthwulf
Jun 18, 2008, 11:28 AM
When I've loaded the game, the initial units (scout or warrior + settler) show up as red bubbles. The settler won't settle either...

avain
Jul 21, 2008, 03:39 AM
When I've loaded the game, the initial units (scout or warrior + settler) show up as red bubbles. The settler won't settle either...

You are missing the MediaPack! Please download and install it.

Also, I intend to revisit QC as soon as I update VD and MEE to 4.1.
There's new version of BUG, Dale's Combat Mod, etc, and the new 3.17 patch is giving me great hopes to increase stability! Stay tuned!;)

Droogie952
Aug 11, 2008, 09:51 AM
I'm having the missing interface problem as well, running Complete Edition. Is the mod incompatible with Complete?