Quot Capita

I've just downloaded this mod but unfortunately, when i launch it i do not have any interface during the game !
How to fix this ?
Is it because of the "debug mod" ?

Pleeeeeeeeeeease help me :run:
 
I use Attack Support coupled with ranged bombardment.

But in QC I don't see effects of catapults support attacking? Did you disable it? If so, please tell me how to enable it because I prefer it even though you possibly don't.
Thanks.
 
I use Attack Support coupled with ranged bombardment.

But in QC I don't see effects of catapults support attacking? Did you disable it? If so, please tell me how to enable it because I prefer it even though you possibly don't.
Thanks.

There's some extra RangedBMBD xml tags at the end of units capable of Ranged bombardment. Copy it to catapults unit xml from e.g. cannon's xml.
 
There's some extra RangedBMBD xml tags at the end of units capable of Ranged bombardment. Copy it to catapults unit xml from e.g. cannon's xml.

Ahh, now I understand.

You are saying that it is OK for Cannon and later to have attack support but not catapults because it is not realistic?

If so, then I'm happy to take your mod fo rit. I was worried that you rejected COMPLETELY the attack support feature for ranged bombardment only.
 
Ahh, now I understand.

You are saying that it is OK for Cannon and later to have attack support but not catapults because it is not realistic?

If so, then I'm happy to take your mod fo rit. I was worried that you rejected COMPLETELY the attack support feature for ranged bombardment only.

AFAIK attack support might be flawed and unbalanced, so I disabled it via options (or better said - I did not enable it)
 
Not sure what a MAF effect is, but any chance you could make a little addon pack like before to bring'em back? I loved having the modern leaders.

Or heck maybe just toss ol' Ronnie back in there so I can enjoy playing as the Americans :)
 
Not sure what a MAF effect is, but any chance you could make a little addon pack like before to bring'em back? I loved having the modern leaders.

Or heck maybe just toss ol' Ronnie back in there so I can enjoy playing as the Americans :)

;)
I think you might be confusing this with Varietas Delectat's Leaders mod. QC never had more leaders than now when you select Leaders on install.
 
Thanks! This is without question my favorite mod!

I was just wondering, how well does it work for multiplayer? I tried hot seat, but it kept crashing during initialization. Would it work better on LAN or the internet? Or do I need to configure it differently? Or does it not work at all for multi?
 
@Santhman: Thank you! To be honest, I have zero experience with multiplayer, so I'm relying on you to tell me the situation. AFAIK there are problems with RevDCM itself with multiplayer, but I think glider1 is on it.

@Fairy: thanks!
 
I was just wondering, how well does it work for multiplayer? I tried hot seat, but it kept crashing during initialization. Would it work better on LAN or the internet? Or do I need to configure it differently? Or does it not work at all for multi?

@Santhman: Thank you! To be honest, I have zero experience with multiplayer, so I'm relying on you to tell me the situation. AFAIK there are problems with RevDCM itself with multiplayer, but I think glider1 is on it.

Ive seen several reports of RevDCM having problems with multiplayer. Mostly stemming from choose religions and hotseat. Though there seems to be conflicting reports, so who knows. One person said they had no problems at all with multi:crazyeye:
 
Well ya, but you had an instruction sheet and a file to download to enable all the VD extra leaders. It worked for 5.0. I doubt the exact same file would work for 5.2. Just wondering if you can make that same mini-patch again for 5.2 to add all the extra leaders back. If not maybe someone could post how so I can try to figure out how.
 
Any details on Legendary?
Just tried it out, and it seems... kinda hard. The world ended up getting -swarmed- in barbarians, which was bad for me as I was off to a peaceful start as Lenin.
Haven't tried out Odyssey yet, but I've so far played through a few games on marathon and had no issue, save for really odd outcomes vs animals (I had a warrior with a great general attached, Hunter 1 and 2, Combat 1, and... oh what's the 25% vs melee promo. On a few occassions he managed to lose to some relatively weak animals.) That was also on Legendary, so dunno if that maybe ties into how the barbarians ended up covering the world.
 
@xilr: unfortunately I don't know about a script or file that would do the trick, as the Leaders I provided you with in QC are converted to WoC standard whereas VD Leaders are not. They are modular though, so if you don't mind if you loose some quotes and perhaps other things, you could try doing it.

@The Almighty dF: other than the year progression ( it was missalligned with tech progression) I don't think there is anything wrong with it. I rebalanced it a bit for the next version though, it'll be 950 turns and year progression is way better. About your problem with barbs - I'd wager it's more about the map script/land mass and the number of civs that is causing your headaches...
 
Herm, not sure what changed if it was a version change in QC or VD.... But in 5.0 I somehow had a lot more leaders (a lot of ones from the last 100 years in particular). There was some little write up on how to install them , and a little patch file. I had assumed you (Avain) had written the patch and write-up.

I dont know anything about modding in Civ, I attempted to just move the custom leaderhead folders over, but that didnt work.
 
I hope I can give you a new update before I go on vacation for 2 weeks, I still need to test it.
It'll introduce some interesting new things such as religion diversification ( with food taboo to spice it up even more ), Archaeological Sites, Ivory when slaying Elephants, bug corrections and more.
 
Scary, you read my mind. I was just about to ask you how the hunting mechanics turned out, and if it would be possible to somehow get access to ivory from it.

;)
Well, it's experimental still, but currently it works like this:
If an elephant is slayed on a plot that has no other bonus, it creates an Ivory there. I'm guessing that it might be needed to introduce a percentage chance, but currently I'll stick with this and see how it turns out.
 
About :religion:religion diversification:religion:

While Firaxis did the right thing both from play balance and PC point of view, I'm not so strongly bound by these non-written rules so I'll be introducing the diversification of religions.

What does this mean in practice?

Christianity and Islam will have an increased spread rate ( changed from 100 to 110 ), while e.g. Judaism will have a smaller chance to spread ( changed from 100 to 90 ). So 110 and 90 will be the new extremes for religion spread, I feel this is nothing too radical.
But, to even things up:
Judaism, Taoism, Hinduism and Confucianism get different small bonuses to their temples/monasteries (like a smallish :commerce:, :health: or :science: bonus).

Also, now each religion provides not only 1 :culture: , but plus one other thing:
+1 :culture: (so 2 :culture: overall) e.g. for Christianity and Islam
+1 :science: (so 1:culture: and 1 :science: overall) for Buddhism
+1 :commerce: (so 1:culture: and 1 :commerce: overall) for Judaism

The Holy Shrines have a bit increased yield based on the above pattern also.

Religious Taboo food is introduced:

- Pig is Haraam for Islam, and not Kosher for Judaism, thus if your State Religion is either Islam or Judaism, you will not receive the health bonus for Pigs. ( unfortunately I didn't implement a solution for plot yield change yet, - it should be doable, but I'm not sure if I want to do it )

- Sacred Cow for Hinduism - you will not receive the health bonus for Cow. Now I know this is not the best solution for Hinduism, as they do eat dairy product, just not the cow itself, but let's assume here the increased plot yield that remains is the dairy product, ok? ;)
 
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