Quot Capita

About Archaeological Sites

Razed cities produce City Ruins that should be removed in case we want to use that plot for something worthwhile?
Correct?
Well, not anymore!
With the introduction of Archaeological Sites, a city working on a City Ruin can eventually turn it into an Archaeological Site, generating massive income from that plot! You of course need to get to Education at least to be able to use those ruins for anything more that defense feature (they provide defense like hills now). Aim for Radar and Ecology to further increase that commerce yield!
 
I like the ruins idea, but not a fan of the religious diversification bit. Will it be an option you can turn off?
It sounds really unbalanced, and could screw over the AI.
 
I like the ruins idea, but not a fan of the religious diversification bit. Will it be an option you can turn off?
It sounds really unbalanced, and could screw over the AI.

You can just turn off the Religions in Modules.
And it won't "screw over the AI", as where they lose a tad bit on auto spread rate, they gain a small in other area. I don't feel this'll be such an Earth-shaking change to screw the AI any bit, but of course you will report back.
 
Quot Capita updated to v5.3

Ok, I created an update for you before I'm leaving for a much needed vacation. I'm looking forward to your feedback, especially on the newly introduced concepts!
When I'm back, I expect a new RevDCM release based on a new and speedy BBAI release, so it'll be fun. Until that, good gaming to everyone!

Changelog

v5.3

- added modified PerfectWorld2 map script (less peaks and desert, vanilla bonus placement) - PerfectWorld2QC.py
- killing an Elephant creates an Ivory bonus (50% percentage chance + 20% per Hunter promotion level)
- customized religions (where there's no apparent bonus in temple or monastery (e.g. Taoism), there's bigger spread rate (e.g. Christianity)
- introduced religious food taboos
- City Ruins - defense bonus, evolves into Archaeological Site if worked, gold yield increases at Education, Radar, Ecology
- unhealthiness to early civics (e.g. slavery) to compensate for more health resources even more
- Legendary speed rebalanced (early year progress was slowed down, i.e. with some 500 years at 1300)
- animal XP upped to 7, barbarian XP upped to 15
- MAX_EXPERIENCE_AFTER_UPGRADE set to 17
- further reduced Apple spawn rates
- Jeanne D'Arc is both a great general(Joan of Arc), and a great prophet with matching popup graphics
- Forge graphics fixed (from CC v0.55 from VD)
- Modern Roads retextured (avain)
- Prime Timber should not be tradeable (even if worthless) - now obsoletes with Mining

Read more:
http://forums.civfanatics.com/showpost.php?p=8404444&postcount=740
http://forums.civfanatics.com/showpost.php?p=8404467&postcount=741
 
I have a suggestion with Prime Timber, which is pretty much how I've modded it. Allow prime timber to be camped. The camp gives some small bonus so the AI will build it, and provides the timber resource. The lumbermill later on will do the same, while providing a larger bonus, so the AI will build over the camp once it gets the tech. Increase the cost of all wooden ships, say by 20%, while having timber provide a 50% bonus to construction. This way, timber functions as a strategic resource for early naval warfare. The spawn rate should probably also be reduced, since when I played a game set up like this, it ended up being pretty meaningless since every AI had multiple sources of timber. It's even somewhat realistic since wars were fought over the supply of wood for warships, with both Venice and Britain going to some crazy extents to secure supplies of wood for their fleets.
 
Voltage said:
Hey avian. I really enjoyed playing this mod after you recommended it in VD thread. I think the Diplomatic option of "Cease bothering us" and the option "We wish to resume talks" is a great addition because i get tired of the AI spamming me with War requests and Trade requests.

I'd love to add it to my custom mod that i play with. Could you point me in the direction of where to find the code or file that allows this diplomatic option, thanks.
CIV4Diplomacy.xml in Gameinfos folder.
Look for Revolution(DCM?) entry at the below of the file. Just copy over that entry to your game's same filename.

Im using standard VD 7.5. Made a gameinfos file and copied the file you said to the new gameinfo file i created inside VD. I then copied the other diplomacy text files from Quot Capita text files aswell.

Still doesnt work :( help please
Spoiler :
While i was looking through files i saw this, no idea what it means but i was thinking it something to do with the new option *shrug*

<Type>DIPLOMACY_INVENTORY</Type>
<Path>Art/Interface/Screens/Diplomacy/GFCFake/TradeTable.nif</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_INVENTORY_BUTTON</Type>
<Path>Art/Interface/Screens/Diplomacy/GFCFake/InventoryButton.kfm</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_NEW_BACKGROUND</Type>
<Path>Art/Interface/Screens/Diplomacy/DiplomacyScreenHACK02.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_OFFER</Type>
<Path>Art/Interface/Screens/Diplomacy/Button_Offer.kfm</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_RESPONSE_1LINE</Type>
<Path>Art/Interface/Screens/Diplomacy/GFCFake/ConvoBTN1.kfm</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_RESPONSE_2LINE</Type>
<Path>Art/Interface/Screens/Diplomacy/DiplomacyResponseButton_2LINE.kfm</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>DIPLOMACY_RETRACT</Type>
<Path>Art/Interface/Screens/Diplomacy/Button_Retract.kfm</Path>
</InterfaceArtInfo>

Spoiler also :

also saw this documented file inside RevDCM and inside a file called dev. I thought it was something to do with the new options too :/


Glider1 17/03/2009
A list of all AI diplomacy requests and human rejected diplo events:

Diplomatic event trigger:
AI_DIPLOCOMMENT_RELIGION_PRESSURE
DiploEventTypes.DIPLOEVENT_NO_CONVERT
AI_DIPLOCOMMENT_CIVIC_PRESSURE
DiploEventTypes.DIPLOEVENT_NO_REVOLUTION
AI_DIPLOCOMMENT_JOIN_WAR
diploEvent(DiploEventTypes.DIPLOEVENT_NO_JOIN_WAR
AI_DIPLOCOMMENT_STOP_TRADING
DiploEventTypes.DIPLOEVENT_NO_STOP_TRADING
AI_DIPLOCOMMENT_ASK_FOR_HELP
DiploEventTypes.DIPLOEVENT_REFUSED_HELP
AI_DIPLOCOMMENT_DEMAND_TRIBUTE
DiploEventTypes.DIPLOEVENT_REJECTED_DEMAND
DiploEventTypes.DIPLOEVENT_DEMAND_WAR (if AI wants a war with the player)

No diplomactic event:
AI_DIPLOCOMMENT_OFFER_PEACE
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
AI_DIPLOCOMMENT_NO_VASSAL
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
AI_DIPLOCOMMENT_CANCEL_DEAL
USER_DIPLOCOMMENT_NO_RENEGOTIATE no diplo event
AI_DIPLOCOMMENT_GIVE_HELP
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
AI_DIPLOCOMMENT_OFFER_CITY
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
AI_DIPLOCOMMENT_OFFER_DEAL
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
AI_DIPLOCOMMENT_OFFER_VASSAL
USER_DIPLOCOMMENT_REJECT_OFFER no diplo event
 
Downloading right now!
 
I just played the mod up to radar and noticed that the battleships can't bombard anything but the cruisers and dreadnoughts can. Am I missing something or is this something that I can fix? Also noticed that playing as the Germans I can't build the railway gun because it requires the factory but the Germans get a special building instead of the factory, which the requirements don't recognize. Other then that this is a sweet mod. Thank you
 
This mod and LOR are my favorites, a couple of things about version 5.3 though.
For some reason the civ names mod will not work for me and yep its turned on!
I really wish that star for the Americans would go away! The units start to look like Sneeches
(from Dr. Seuss) after a while.
Railway guns/battle ships have no ranged bombard grid.
I'm not sure I like the religion food taboo thing, but for the record I don't think it screws up the AI.
Maby im blind but I think the urban combat promotion is missing or I could be thinking of something else.
Ever hear of JARM? that might be cool to add perhaps make it modular like the extra civs for those who want more religions.
Is it possible to make the bio bombs spread a plauge? Maby with a mist like fall out to ruin the land and kill off population till its removed?
Again great mod!
 
Urban combat is missing. Railway guns seem to come too late to be any use, they have no ranged bombard, relatively low str, and cost a lot of hammers, though the AI seems to love them for some reason. They really need a 3 square bombard range or so. (same with battleships @ no ranged bombard.) Biological weapons seem useless, hardly seem to do any damage at all. Are they affected by Bunkers/Nuclear shelters?

Outside of those complaints, this mod is awesome! I would like to request adding the CAR civ accelerator mod to it, though.
 
This mod and LOR are my favorites, a couple of things about version 5.3 though.
For some reason the civ names mod will not work for me and yep its turned on!
I really wish that star for the Americans would go away! The units start to look like Sneeches
(from Dr. Seuss) after a while.
Railway guns/battle ships have no ranged bombard grid.
I'm not sure I like the religion food taboo thing, but for the record I don't think it screws up the AI.
Maby im blind but I think the urban combat promotion is missing or I could be thinking of something else.
Ever hear of JARM? that might be cool to add perhaps make it modular like the extra civs for those who want more religions.
Is it possible to make the bio bombs spread a plauge? Maby with a mist like fall out to ruin the land and kill off population till its removed?
Again great mod!
I had also wanted the bio weapons to be able to spawn a plague; I think there is a plague event or something in the Gods of Old mod. It would be pretty cool if avain added the event somehow.
 
Hello,

Will you please reduce your sources files to only only these files that you personally made modifications to? Because with many different SDK mods, the process of merging is hard with you presenting us with an entire pack instead of only these that you changed for this mod.

This would be very much appreciated :).

Thank you.
 
hmm it seems like there are still some problems with joan of arc
Spoiler :
92912d25a2dbf259154afa4952f29a6741b1998f.png
 
Hi
I just (a few days ago) loaded this mod.
It's new, it's pleasant so :goodjob:

I'm not sure if you want feedback or not, but I'll give you one nonetheless.
If it's irrelevant, just disregard it.
Disclaimer : of course, I didn't read through every post in this thread, nor did I look for an external reference somewhere. So if there is documentation to be found somewhere, please give me a link.
Second disclaimer, I'm not going to post in the original threads from the different components, because I'm too lazy to check what each mod thing relates to + sometimes it's the combination that causes the issue.

1) I saw a library of strategy hints, with 2 of my articles included. thanks for the credit:).
I must say it's a bit useless to have articles in this library that don't relate to the modified game, but I was still pleased to see them. I don't understand why there are 2 of those articles and not the one about the happiness, which is really the first I wrote, and the most useful if you ask me.
Same for the civilopedia, which doesn't know which game I'm playing obviously.

2) I have an issue with the free units you get as you reach various techs. They appear in your capital. OK. But they even do so when the unit is naval, and your capital is not coastal.:rolleyes:

3) I don't understand the mastery victory, I don't see where I can disable this and just keep the standard victories. Playing all the turns when you're miles ahead just doesn't feel right. OTOH I get to see more of the modified items.:scan:
Maybe I can just uncheck the mastery thing in the setting screen when starting the game, I'll try for the next game.

4) It doesn't seem right that you can change the game mechanics in the middle of a game. It's no big deal as long as you don't compare games, though.

5) The AIs don't seem to care for their stability. There were so many new nations in that game it almost seemed to be scripted.

6) those new nations start as minor, even when the original nation knew writing.
It's no big deal per se, but it means they are at war with everyone to begin with.
This is quite a problem, because :
- they get crushed in just a few turns of existence if you have units
- you get crushed for no other reason than being a neighbour if you don't, because they start with a big number of troops (tokugawa appeared "next" to my capital and had at least 12 units to my lone warrior. I had to start a golden age, switch to slavery, rush + upgrade to avoid a stupid loss)
- they don't seem to know which nation they started "against". IMHO they should be at war with the empire they revolted from, and at peace with all others.

edit:
7) some new spy missions don't seem to work. I get a message "mission succesful, but don't see any effect". In particular, the "bribe unit" mission doesn't seem to do anything.

I must say all those are just small things, and I enjoy the game.
In fact the minor annoyance I experienced in remark #6 was funny to deal with.
So again, :goodjob:
 
Hi guys, I'm just back from vacation!
I'll check all your posts.

Also, I could use some more opinion on the latest gameplay changes (mostly on religion changes) - I mean real gaming experience based opinion;) Thanks!
 
@frosty_16: thanks for the report, I'll correct it!

@SickFak: please don't install the additional leaders to lessen the chance of a MAF. Also, I'm not sure if your comment refers to just starting the mod ... do you have enough graphics and system memory?

@xabninf, Quetz: thanks for the error reports and suggestions, I'll check them out. CAR will be included in the next release of Better AI which in turn will be included in RevDCM, so it'll come to QC;)

@nodnarb: I'll check out that plague thing and see if it can be done in an efficient way AND it is still fun to play

@os79: hmmm, I'll try to reduce the files, but as I'm already using RevDCM and whatnot as a base, there still are a LOT of changed files.

@Santhman: thanks, I'll check it out

@cabert: Hi cabert, I hope you like the mod. And I always want feedback! Yes, naval units in a completely land city is not so much fun, I already promised I'll correct it, but I forgot;)
Game mechanics change in the middle game? What do you mean by it?
Please note that Revolutions component is off by default, as this mod is not intended to be played with Revolutions on (but you can of course, it's just not supported)
Spy mission don't work? Please report it to RevDCM, as the Super Spies component comes from RevDCM.
Thanks for all the feedback!
 
Back
Top Bottom