Quot Capita: Majesty

Kingpin and Drak and others: Besides the bug hunting I also started implementation of making each religion have a special military unit. I've got Crusaders(with Christianity) and Jihadists(With Islam).

I want to add some other units for these two. Not every religion will get more units, I want the older, polytheist religions to not get anything for example, as with Judaism. I'm open to suggestions if you have other ideas though, I welcome them actually...
 
Kingpin and Drak and others: Besides the bug hunting I also started implementation of making each religion have a special military unit. I've got Crusaders(with Christianity) and Jihadists(With Islam).

I want to add some other units for these two. Not every religion will get more units, I want the older, polytheist religions to not get anything for example, as with Judaism. I'm open to suggestions if you have other ideas though, I welcome them actually...

Hmnn. Interesting. Are you talking about the basic religions in BTS, or are you planning on implementing additional religions? Additionally, how do you plan on implementing the militant orders for each religion ( I. E. Christianity = Knights Templar, Jesuits = Black Robes, and so on)?

Also, I don't necessarily agree with the older religions NOT getting a UU for their respective religions. There is a lot of information concerning these religions ( I. E., Druidism had the Druids, Animism had the Pathfinders, etc), and leaving them out not only seems to favor the newer religions, but it also leaves out the potential for some really good creativity and playability for some new UU's :D.

Just my thoughts :).

Oh, here's an additional thought ( lol, senior moment). If your still planning on adding more of the mythological civ's (which would be awesome IMO, heh), this also gives you potential for some of the more esoteric mythical religions found throughout history.
 
Kingpin and Drak and others: Besides the bug hunting I also started implementation of making each religion have a special military unit. I've got Crusaders(with Christianity) and Jihadists(With Islam).

I want to add some other units for these two. Not every religion will get more units, I want the older, polytheist religions to not get anything for example, as with Judaism. I'm open to suggestions if you have other ideas though, I welcome them actually...

So, those who found the religion get the UU? Is it tied to a building?
 
I'm not exactly sure what the specifics are going to be Kingpin, good questions. We'll wait for SOG to toss out some additional thoughts and go from there.

Personally, I like the idea of the religions founder getting a UU for the specific religion, as well as getting a UU for the militant orders. As the religion spreads, those civs who adopt said religion gan access to the religions UU, but only the civ who originally discovered the religion would have access to the militant order.

I would also recommend that these proposed UU's be limited in number built, thus making them valuable and worthy of protection. Nothing more anguishing than losing a UU you've been nurturing over the course of a game, so there should be some pain involved in gaining said unit. :mwaha::mwaha::evil:
 
Right now Crusaders require Christianity as well as the Chivalry tech. You have to have both the religion present in a city(like a resource) and the religion as your state religion to train them. I'm going to make them national units as well.

Same goes for the Jihadist(becomes available with Mass Media, requires Islam in a city and Islam as a state religion). Not sure Jihadists will be national units yet.

Before I add anything else I'm really wanting to kill this ongoing problem with RevDCM, as well as the strange reluctance of the AI to attack your capital in the Prehistoic era, don't know if you guys have noticed this last issue.

I can't remove RevDCM without breaking the mod. I've pmed some of the people you suggested Drak, no response though.

I remember Rev working in normal Quot Capita, so it must be something I added that is causing this problem.

Off the top of my head:

-I added Religions, I don't know if that effects Rev
-I added Civics, including a new category of civics(military), I don't know if that effects Rev either

You may notice the Choose Religion and Limited Religion, as well as the option to use Inquistitors are all not working properly. I'm convinced that this is the heart of the problem, but I don't know anything about RevDCM and python coding.
 
Continuing to bughunt. Something I added(perhaps Platyping's traits) is not compatable with most of the Revolution part of RevDCM.

In other news I will be updating the Anasazi and the India civilizations(all four of them) with Hrochland's new city graphics.
 
I've been using the Choose Religion option. I didn't notice it wasn't working properly unless it is somehow related to the CTD in the Renaissance.
 
I've been using the Choose Religion option. I didn't notice it wasn't working properly unless it is somehow related to the CTD in the Renaissance.

You need to have both CR and LR checked in order for it to work properly. I think it has something to do with religion global defines xml when I last peeked at it.
 
Free Religion has also not been working, it will not switch you to no state religion if you switch to it, and civilizations will also attempt to get you to switch to their state religion, even with the civic on.

I do not know why this is the case.
 
Here's a Bactrian flag
 

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Can you guys tell me what isn't working with the RevDCM? I've been playing a game with only the Revolutions box checked and haven't have anything catastrophic happen... other than being rushed by barbarians. :lol:
 
The Tech Diffusion, Barbarian Civ, Barbarian World and Dynamic Civ Names options do not work, the Revolutions option(leaving no revolutions unchecked in custom games) seems to be working normally.

I did find a problem with the civics xml which I fixed and its been working much better so far.
 
An interesting thing in another game I am playing, the Swahili Empire has a unit named Kunoni's Fifth Hammer and another called Maasai's Second Protectors. I thought that was strange.
 
Yeah the Swahili represent Kenya, including the Maasai, which is represented by a UU that has different names each time one is trained.

Sure... but I'm not sure why just those two units were renamed and no others. Mine get renamed "Swordsman 1" and so on but I've never seen this happen with an AI civ.
 
I probably will change it so its just a normal unit namewise. Also I may remove the school building next version, unless I can figure out how to get it to be culture-specific artwise. It may seem silly for a lot of people but to me graphics are a huge deal. :crazyeye:
 
Revolutions is funny. I still haven't figured out if its totally working or not, still testing.

Anyways ladies and gentlemen...I have news!

PATCH 3.1.4: Empire of the Spirit

Across history wealth, power and other factors determine the fate of people and nations. However these are not the only factors. The hidden dimension of the spirit of man, his ideology and faith has proven to be able to forge an empire of the spirit.

Experience:

-New Religious Units-Crusaders, Jihadists and other warriors of faith.
-New Wonders: Build the Tomb of Cyrus, Alumut and more. Credit goes to Platyping for the Python work on these.
-New City Graphics by Hrochland: The Anasazi and India Civilizations now have new city graphics.
-New Terrain Graphics by Vincentz
-New Civics: Oligarchy and Palace Economy for more early civic variety.
-Two New Civilizations: Baktria and the Totonacs of Veracruz

Coming Soon.....
 
Just a note... The Siege Ram, which is the Assyrian catapult replacement, is extremely overpowered. The Catapult has strength of 1 while the siege ram has 5. The Assyrians build tons of them and they require several units to destroy. I think it needs to be toned down by either making it cheaper than the catapult or strength 2. Right now, they're an unstoppable steamroller.
 
We can try it. Thanks.
 
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