Quot Capita

Hey Avain.

I am having a few problems with QC.

Firstly I keep having Memory Allocation Failures; and CTDs. Not sure whats causing it as I dont have the leaders of VD installed (I dont agree with some of the leader choices for some of the civilizations).
So I dunno how to suggest there?

Secondly a relatively minor thing I notice is a problem with the religion events. Not sure if its a vanilla BTS problem or not tho cos I dont remember.
Basically instead of saying the name of the religion it says "T". For example the feuding marriage event it says something like "Taoist's from (nation A) are very angry with their new inlaws from (nation B) for holding a T (instead of say Jewish) wedding against their wishes. Feuding as broken out as a result."
Any way to fix that?

I'm not sure but I believe memory allocation problems are not caused by the amount of content(or perhaps). Zappara's Rise Of Mankind at a certain stage had all these same bugs mentioned above and his mod is far bigger than this and he ironed them out. May want to hook up with his advice.
 
I only said about Leaders of VD is cause the installation said that that part of QC could cause/increase the likelihood of MAFs.
 
Can anybody tell me where the TXT KEY tags for the Dynamic Civ Names mod appear? I've found the actual text file, but where is it referred to from?

It's in the Quot Capita/Assets/Python/Revolution/Gameready/DynamicCivNames.py file
 
I'm not sure but I believe memory allocation problems are not caused by the amount of content(or perhaps).

This is not true
The amount of content (mostly graphics) is the exact cause of MAFs and most CTDs connected to memory allocation
That's why avain spent so much time and energy on optimizations: he optimized most units, LHs, and the buildings in Cultural Citystyles
Having said that, not using the leaderhead packs is not enough to avoid all MAFs if your computer is a little older. The VD (using different art for almost all units/civ) and CC alone has so much extra art content that it can be enough for MAFs
 
My computers only a year n a half old lol.

Its not cutting edge but it can safely run most high end games of the market today. I never used to have problems like this with older versions of QC - only this most recent version.
It doesnt happen with Fall from Heaven, or History of the Three Kingdoms, or Planetfall either.

Its most odd.
 
If your computer is good enough otherwise, try to play with fewer civs and/or in smaller maps
The main problem is that if you don't have a 64 bit OS, Civ IV won't/can't handle more than 2 gb virtual memory

This is the info avain posted in the opening post:

Memory Allocation Failure issues (or MAFs)

By playing on bigger maps and with more leaders the memory usage of the game increases. On a 32bit OS this pretty much means guaranteed MAFs, usually happening somewhere in the late game. Even on 64bit systems it can be a problem, and you might need to
consider enabling the Civ exe file to be able to address more than 2GB of virtual memory.
I've personally tried a solution discussed from the threads I linked below, and it works. There is some risk involved however,
so please make sure you understand what you are doing and how you can get back to a stable OS if something goes wrong.

Please read and follow: http://forums.civfanatics.com/showpo...postcount=1088
 
Are there more new civs for Quot Capita modpack (which is excellent by the way...) other than the four originally posted???

I noticed something strange with new civilizations as they get early boost on scoreboard when starting on prehistoric era. Playing a new game with Australia I realized that the reason for that is that they start with classical technologies (mining, agriculture, etc.) even though they are not able to use them until a little later in a game.
I am not sure if it was intented that way.
Being not a modder myself... is there an easy way to fix it?
 
the inquisition mod in QC has one condition before a purge can be made. the revolution index must be at least 600 before a purge will happen assuming all other conditions are met (state religion, theocracy, etc)

the city I wanted to purge is only at 243 so no button is available.
guess that just keeps someone from purging for the cash only over and over again.:hammer2:
 
Been learning the tutorials and hopefully I will put together a new civ pack for this mod maybe. Been thinking about a new version of that old native american pack, along with maybe Thailand as a new civ(Mongkut will be moved to this civ if I do it).
 
the inquisition mod in QC has one condition before a purge can be made. the revolution index must be at least 600 before a purge will happen assuming all other conditions are met (state religion, theocracy, etc)

the city I wanted to purge is only at 243 so no button is available.
guess that just keeps someone from purging for the cash only over and over again.:hammer2:

Making money with purges? How does that happen? I thought whole concept of purging none state religions from your cities was to prevent the other guy from making money.:crazyeye:

And this just doesn't make any sense...is there a way to disable the index value requirement?

Thank u

Edit: Never mind I found the XML file with the path...It's in the GlobalDefinesAlt.xml! But even though I change the numbers to 0 or -1, I am still am not seeing the purge button visable. Anyone tell me how to disable this dumb feature?
 
Great news everyone! I've managed to get the new civilizations I spoke of to work with this mod.

I'll upload shortly. Expect:

-Arawak
-Apache
-Iroquois
-Seminole
-Sioux
-Tupi

As the new native american civilizations. Also expect:

-Benin
-Phoenicia
-Thai

As new civilizations. I used civ gold to do this, with adjustments to XML files. Credit will be given to Civ Gold's creators of coarse. It was simple to do and gives me hope for more in depth projects for the future.
 

Attachments

Great news everyone!

2009-02-27-professor_farnsworth-150x150.jpg


Good News Everyone! You're now reading this in my voice!
 
Sorry for the OT post. Couldn't resist... :)

Srsly, Nice work Geddon. :goodjob:

I might have a crack at seeing if I can integrate a Limited Era module, similar to the one ThomasSG has on CCV... seeing if it works...
 
Wow new civilizations? for this already awesome mod? I cant wait to get home, download and play for whole weekend!

Limited Era ? Yes please !!! I saw this in CCV too and want to play Quot Capita with this option please :)
 
Sorry for the OT post. Couldn't resist... :)

Srsly, Nice work Geddon. :goodjob:

I might have a crack at seeing if I can integrate a Limited Era module, similar to the one ThomasSG has on CCV... seeing if it works...

Good news everyone...I finally learned how to mod civ4...but bad news everyone, this way of speaking is trademarked by the professor in Futurama!

ROFL I hope it doesn't disappoint :)

That era limiter is a good idea, I'm going to take a stab at new religions and maybe some new units, as I've always wanted to flesh out the more early to mid game.
 
Wow new civilizations? for this already awesome mod? I cant wait to get home, download and play for whole weekend!

Limited Era ? Yes please !!! I saw this in CCV too and want to play Quot Capita with this option please :)

If it proves a hit Ill update the pack with more new civs adapted from Civgold. :)
 
If it proves a hit Ill update the pack with more new civs adapted from Civgold. :)

If your going to do more civs from Civ Gold (or any other mod for that reason), dont do what they did then, only make "one" or "two" units, a building and a leaderhead, thats really not a civ in my opinion.

Must have at a minimum of six units included to call it an actual civ, best to have a minimum of ten or more (my opinion, again). Otherwise its the same olde units, just playing a different SO CALLED civ. Gets boring after awhile. Same olde same olde.
 
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