Quot Capita

Here is the mod that I use for RoM. But when I tried to install it to QC module, nothing happens. So can you adapt this one for QC so I can use this because I tend to play marathon speed and this mod helps to save on gold while waiting for next tech or whenever I care ot build new units.
Thanks!

Oops, forgot the attachment. See the post below! Sorry!
 
Here it is!
 
Here is the mod that I use for RoM. But when I tried to install it to QC module, nothing happens. So can you adapt this one for QC so I can use this because I tend to play marathon speed and this mod helps to save on gold while waiting for next tech or whenever I care ot build new units.
Thanks!

Oops, forgot the attachment. See the post below! Sorry!

Extract the attachment to QC's Modules folder:
 

Attachments

I really like the idea of certain techs giving a free one-per-world unit to whoever discovers it first, it seems to me a little more realistic than building a Legend. It would be nice to have a few earlier one-per-world units, though I understand tampering with the early game may not be the direction you want to take.

Finished my second game and have not encountered any serious bugs yet. The endgame is eye candy :cooool:
 
I really like the idea of certain techs giving a free one-per-world unit to whoever discovers it first, it seems to me a little more realistic than building a Legend. It would be nice to have a few earlier one-per-world units, though I understand tampering with the early game may not be the direction you want to take.

Finished my second game and have not encountered any serious bugs yet. The endgame is eye candy :cooool:

Thanks for the info!
I do intend to have some early game changes, currently I've added the Bombard and a prestige Great Turkish Bombard (as I felt the bombard fit in well, and I got reports from you guys that it's weird to have Muskets with Catapults and I agree!) but nothing Earth shattering, as I feel it's very well balanced.
Also I'm trying to adjust the modern era to have all those unit classes more spread out and thus keeping them a longer life.
As always, and suggestion&feedback is more than welcome!
 
Speaking of which:
- there are literally tons of quality models and ideas for wonders that could be added - but I'm afraid it might unbalance the game.
I'm trying to think of ways how to add some of these and what.
Soooo, I'd like to start a discussion on this topic: how to add new wonders and not unbalance things?
 
Thanks for the info!
I do intend to have some early game changes, currently I've added the Bombard and a prestige Great Turkish Bombard (as I felt the bombard fit in well, and I got reports from you guys that it's weird to have Muskets with Catapults and I agree!) but nothing Earth shattering, as I feel it's very well balanced.
Also I'm trying to adjust the modern era to have all those unit classes more spread out and thus keeping them a longer life.
As always, and suggestion&feedback is more than welcome!
Thanx, Avian; we really appreciate the effort you put into this mod.
As for suggestions: I have a customized version of your mod (Mostly XML and graphics stuff I added); Ive been pondering some ideas for units myself, so here's a suggestion or two:
1. Modern Destroyer: Upgraded version of the destroyer; yeah I know about the stealth DD but as a strategy guide on Civ4 BtS modern naval warfare pointed out they make poor escorts....so have some modern destroyers as an escort for your missile cruisers and carriers....something like the US Navy's Arleigh Burke class DDs. I got the idea from Simpa's Nations in War mod.
2. Police: One mod I added was OrionVeteran's Police mod, which added minutemen, police and icebreakers...all quite useful. Also added the Riot Control Promotions from his Challenge mod; with the Revolutions mod, Police are very useful for freeing up combat units and keeping your cities from revolting.
 
Couple of things:

1. Bad news first: the barbarians were RIDICULOUS swarming! And I was not even playing BarbCiv at all. I was playing Normal speed with 10 civs on Huge Hemisphere map. No options except for "no tech brokering", "no tech trading", "Tech diffusion", and "Dynamic Names" and all victories except for Time. I was in maybe 40ish turns and the barbarians SWARM!!!!ED ON ME. It was even just Noble difficulty level.

2. Good news: I love that new pop-up of great general and great person! Cool! A lot BETTER than just plain announcement on the top of the screen! :goodjob: on inventing that or incorporating them!
 
@Avain,
[OT]
It seems a little strange to me that VD & VD Modern, [BTS] Quot Capita, and perhaps GeoModder's Ethnic Citystyles hasn't gotten an actual board @ CIVILIZATION IV > Civ4 - Creation & Customization
Civ4 - Project & Mod Development


Maybe a few others would join the board, where the varied projects would have a sticky for announcements and what not. With the ability to create new threads for discussion of things like
Soooo, I'd like to start a discussion on this topic: how to add new wonders and not unbalance things?

Unless I am the only one that finds threads with insanely high page counts next to impossible to peruse, and/or find something you might be looking for from a previous post.

I just think the things in the ModPacks forums would be better suited for general announcements, than discussion that seems better suited to individual manageable threads.
[/OT]
Anyways, just a thought.
 
I downloaded the WOC module pack - 1st religions setup. I installed it to the Quot Capita modules folder, but it didn't work. Could someone please explain to me how to install this?
 
Speaking of which:
- there are literally tons of quality models and ideas for wonders that could be added - but I'm afraid it might unbalance the game.
I'm trying to think of ways how to add some of these and what.
Soooo, I'd like to start a discussion on this topic: how to add new wonders and not unbalance things?

What wonders were you thinking of adding?
 
@Highwayhoss: Thanks for the suggestions, I'll see how they fit in!

@os79: thanks for the feedback! I'll check the barbarians, but I'm pretty sure I did not change it from the RevDCM values. Also, if you like the GreatPersons pop-ups, I have good news for you: in the next version you'll see ever nicer Great Person pictures! (courtesy of Amra!)

@Balderstrom: valid point, I'll contact the admins

@Conqueror Worm: I'd advise you to check the WoC threads to see how modules can be included

@RPG: well, at current stage it's all open. For the next version I don't plan to add new wonders(or not much), but I'm open for suggestions
 
I'm also pretty much excited about the new version I'll give you in the (hopefully near) future! I've reworked the modern era tech tree to give the modern units better lifespan and usefulness. I've also added some pretty neat new promotions. The GreatPersons graphics will be also greatly improved (by Amra)! New gamespeed that's recommended by me to play this mod (Legendary - it's between Epic and Marathon, 1000 turns!)
Also, quite much behind the scenes work is ongoing that is not apparent on the surface, but I hope it'll add to the gameplay (such as adjusting the AI's perception of unit powers, tech values; improving WoC compliancy, etc).
 
Will the odyssey game speed be corrected in the next verison?

I'd look to the Extra Mod for some ideas for wonders, I liked how he added wonders from previous CIV games with movies. Do you think they would unbalance things? After all, each world wonder only appears once.

Will any new barbarian animals and/or new resources make it into the next verison?
 
Will the odyssey game speed be corrected in the next verison?

I'd look to the Extra Mod for some ideas for wonders, I liked how he added wonders from previous CIV games with movies. Do you think they would unbalance things? After all, each world wonder only appears once.

Will any new barbarian animals and/or new resources make it into the next verison?

Yes, the gamespeed is already corrected in my build.

I'm checking pretty much all the mods out there - I like what tsentom has done in particular

Animals and resources are just now on the table, I will start to add them now. (in a modular fashion, of course!)
 
Speaking of which:
- there are literally tons of quality models and ideas for wonders that could be added - but I'm afraid it might unbalance the game.
I'm trying to think of ways how to add some of these and what.
Soooo, I'd like to start a discussion on this topic: how to add new wonders and not unbalance things?

How about a wonder that lets you do more with your money, like reducing unit upgrade costs, or making it cheaper to hurry units, or adding an interest rate to your "savings", or cause inflation for other civs. Can't wait til the next release! I wish it would work with multiplayer though :(


Is the new speed setting balanced like Epic or Marathon (unit production/teching)?
 
How about a wonder that lets you do more with your money, like reducing unit upgrade costs, or making it cheaper to hurry units, or adding an interest rate to your "savings", or cause inflation for other civs. Can't wait til the next release! I wish it would work with multiplayer though :(


Is the new speed setting balanced like Epic or Marathon (unit production/teching)?

Yes, I'm considering a Michelangelo's Workshop like wonder. Also, I've already added a Noble promotion that halves upgrade costs.

What are the Multiplayer problems? Is it the same as with RevDCM?

The new speed is balanced of course.
 
Yes, I'm considering a Michelangelo's Workshop like wonder. Also, I've already added a Noble promotion that halves upgrade costs.

What are the Multiplayer problems? Is it the same as with RevDCM?

The new speed is balanced of course.

Yes same as RevDCM, from what I read others are having better luck.
 
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