Quot Capita: Majesty

Doomspark: The Custom game options definitely still apply unfortunately. Limited/Choose Religions also is not working. I don't know why, but I suspect it is a python issue(which is still at the moment beyond my area of expertise :( )

Definitely looking forward to hearing your thoughts on the mod btw :)

Sun_Ce: Once you load Beyond the Sword, go to advanced, then "Load a Mod", and choose "Quot Capita" in order to play. If you still have any problems, give me a screenshot of where you put the mod and I'll do my best to help you.
 
This looks like an interesting mod. I've been playing Avain's Quot Capita for a while now and this seems like a worthy successor. Downloading...
 
This looks like an interesting mod. I've been playing Avain's Quot Capita for a while now and this seems like a worthy successor. Downloading...

I hope you enjoy it. Please read the directions in the first post though, there are errors with the mod(python related that are beyond my abilities).

Thankyou for playing..I really do appreciate it.
 
I'm continuing on improving this mod according to my own plans along with your suggestions everyone.

I have made the following changes so far:

-Egypt and Arabian Camelry requires a new resource: Camels, and replaces the Scout and Explorer for these two civilizations. All Camelry units start with the Desert Adaption promotion, which allows them to move faster and fight harder(terrain strength bonus) in desert terrain. Camelry units also are good against traditional horse-based cavalry units.

-Spain now builds the Tercio as a second UU, replacing the Buccaneer.

-The Dutch now build the Sea Beggar as a second UU, replacing the Privateer(From Civ5)

-Persia now builds the Grivpandar as a second UU, replacing the Cavalier.

Just some examples. I've been going over all existing civilizations with the goal of making each as unique as possible an experience.
 
Uploaded Patch 3.1.2, minor update but still felt I should make it available.

Changes in Version 3.1.2:

-Added Avalon, Scotland, the Chimu.
-Numerious new units for existing civilizations such as the Dutch Sea Beggar or the Portuguese Noa.
-Captain Morgan has arrived to lead the Welsh civilization.
-Buccaneers now can attack without a declaration of war and have hidden nationality
-Longbowmen now upgrade to Musketman
-Fixed a bug with the Armenians that caused an interface malfunction.
-Fixed a bug with some button graphics that was causing the game to crash.

4030402124_captain_morgan_logo_answer_2_xlarge.jpeg
 
SoG,

Thanks for your help in getting Majesty working on my computer. I suppose I should have followed the instructions in your first post a little better. ;)

EDIT: I've figured out how to mod all the flags. Let's see how many of the 80+ civilizations I can find create color flags for...
 
I know its a pain but make sure you follow these instructions. Note:Must use "Custom Game" to play. Also you cannot use the "Start as Minor Civs"(leave unchecked), Dynamic Civ Names(leave unchecked), Revolutions(have No revolutions checked), Barbarian Civ(have no barbarian civs checked) or Tech Diffusion(have no tech diffusion checked) options. Using these options normally WILL crash the game. You must follow these instructions.

There is an image example on the bottom of the first post of this thread that shows what your custom game options should look like per these instructions.

Note: The reason for this is that there are python related eras which I've inherited from the original mod that are related to Revolutions. It is ESSENTUAL that you follow the above when playing. I wish I could fix these errors..I apologize that this has to be so hard but trust me it is worth it.
 
PM responded to SOG, my thx. Additionally as a suggestion, maybe check with the AND2 team or C2C team in order to resolve some of your issues, especially the REV component. I believe I saw a recent update to REV, so you may want to break out your Hardy Boys decoder ring and investigate :).
 
SoG-

Thank you for pointing your mod out to me. Playing the Minoans greatly intrigues me as I have often thought of them as the first "western" civilization after the Big 3 in the middle east, and they were one of the homes of the Dorian peoples. However, what I am looking for in my "ideal" mod is a historical root in ancient history that neatly leads to the pre-dreadnaught/dreadnaught age, circa 1890-1920. Now, mind you, I love ancient history, but what I enjoy are being able to build the ships of steel that signified industrial might.

How does Majesty treat the industrial age in terms of ships of war? Are there pre-dreadnaughts and dreadnaughts for each nation, or would I best learn about this by playing do you think?
 
I have afew naval lines in the mod, heres the Dreadnought line up to the battleship:

Man-of-War------Ironclad Battleship------Pre-Dreadnought------Dreadnought-------Battleship

From the 19th century is also the Ironclad Cruiser, Ironclad(orginal unit from Vanilla Civ4). Many civilizations have ethnic art for some ships btw.

One of the huge turn-offs for me playing normal Civ4(and Civ3 for that matter) was the huge inattention paid to the naval aspect of the game. That I think is solved very well here.

I've also added afew medieval ships, like the Cog.
 
I am greatly intrigued! Thank you for the info. It will take me some time before I know enough to know how to compare your mod to LoR, but I am definitely interested enough to try it out. :]

The biggest thing that impressed me about LoR when I first played (and am still first playing) through it is the ethnic units. The game feels so much more alive when the same units for different nations look different.

Is this something each modder has to do themselves, or did someone originally do it in a progenitor mod that now many people include per course in their new modding work?
 
I believe that is due to "Varitas Delictate" (sp?) that various modders use for their artwork. I do agree however, that the updated version of LOR does look down right spiffy :).
 
I am greatly intrigued! Thank you for the info. It will take me some time before I know enough to know how to compare your mod to LoR, but I am definitely interested enough to try it out. :]

The biggest thing that impressed me about LoR when I first played (and am still first playing) through it is the ethnic units. The game feels so much more alive when the same units for different nations look different.

Is this something each modder has to do themselves, or did someone originally do it in a progenitor mod that now many people include per course in their new modding work?

Basically what my friend Drak said. :) My mod had some built in from the mod I based it on, but I've added a lot more ethnic art for new civilizations I've added. The Hindi, Chola, Rajput for example, all have unique art.

Some civs share art with other civs for the moment, such as the Greeks and Macedonians.
 
Hey SOG, just a thought. How about a GEM with an approximate TSL just to do a grand display of all of your fine work so far to date? Sort of a show case in an all in one package, especially with the new civs and exquisite artwork you have done. Not to mention this will give the player an overall picture of how the AI will handle itself versus its kindred in a dedicated setting.
 
GEM= Giant Earth Map and TSL = True Starting Location (or approximate location :))
 
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