Quot Capita

Why have Prime Timber when it is useless in the first place? I suggest you either remove it or make some building's that require that. For example, after researching Guilds or some other technologies, I be able to build furniture stores that help make my citizens happy. Not only that but if you make it an early important to build structures as well so that Prime Timber will no longer be useless.

Yes and No.

No because I like having this resource on forests. It adds diversity.

Yes because it should increase build time of wooden units by 25%.
 
@avain

Nice mod mate.... playing with the Aussie Civ plugin... very nice. :)

Found a bug tho... kinda a big one. The Light Tank's promotions are SEVERELY bugged. :)

The Light Tank starts with Blitz, Escape Artist II, Gunnery Control, Coastal Guard 1 thru 3, Desert Combat, Fusion Megacannon, Heroic I & II... the list goes on. :)

Finally managed to get far enough in the game to try this, and I didn't get this problem. Neither in the free one I got for having Prototyping, or in the one I built. I am playing version 5.3 with the VD leaders included, no other changes.

Yes and No.

No because I like having this resource on forests. It adds diversity.

Yes because it should increase build time of wooden units by 25%.

I like the prime timber resource. Mainly I like it because the AI seems to know about it and will leave forests which have this resource, and later build preserves and lumbermills on them. Makes a nice change from their usual total deforestation of the world. A bonus for building units would make some sense I guess, but all wooden units might be too much. Maybe just frigates and SotL?
 
It be nice that if I am a Environmentalist civic, my worker start planting forests and other environmental stuff. I still get annoyed when my workers make forts on resources instead of a mine... I hardly even use forts in the first place.
 
Is this mod still being updated? That revolutionDCM been update and it in this mod. So new realease of quot capita this week or not going to new release?
 
What i dislike about this mod is that the new units in this mod are disorganized and lack proper upgrade. After the sea units, all the new units appear... it be nice to see tanks right next to the original tank slots, the infantry right next to the original infantry... etc etc... after we researched the tech that we obtain the trench fighter, we should not be able to build the granadier and the rifleman anymore...

please add in proper upgrade/obsolete and organization as well... it make the mod developer look like a sloppy organizer.
 
Would be interesting to see what develops. Avain is a tremendously talented modder. I'm really looking forward to the next version as Quot Capita was my first major mod foray into Civ IV.
 
Has anyone used any of the modules from Quot Capita and try plug them into another MOD ?

None of them work with any other mods....
 
Has anyone used any of the modules from Quot Capita and try plug them into another MOD ?

None of them work with any other mods....

I find this to be true of most modcomps.
 
Quick general question, but I'll ask here as the question arose while playing Quot Capita. How much of a troop number advantage over an enemy city do I need to win? Because just a few minutes ago as I played hot-seat, I was getting my armies ground up into paste by Queen Elizabeth's defenders. It hardly seemed fair as I had better numbers (at first) and better technology, but if there's something I'm missing I'd love to know. Really excited for the next version, thanks!
 
Avain, would you consider merging the multiple production mod? It makes quick (and sometimes normal) quite a deal more fun.


^to the above poster, make sure you have some units to sacrifice, some units to kill defenders, and some units who haven't attacked to move into the city and hold it. You can never go wrong with building more siege.
 

Gotta disagree with all three.
MPM is only good for Normal and below speeds, but bad for Epic and Marathon.
VBM for the same reasons as the above poster.
Lead From Behind... I just don't see the usefulness of it. Just -don't- send your best soldiers off suicide style. Learn to make better stacks.
 
Gotta disagree with all three.
MPM is only good for Normal and below speeds, but bad for Epic and Marathon.
VBM for the same reasons as the above poster.
Lead From Behind... I just don't see the usefulness of it. Just -don't- send your best soldiers off suicide style. Learn to make better stacks.

Still disagree with you but not going ot argue about it. If avain doesn't want them, I can easily merge in them for my personal use :).
 
Gotta disagree with all three.
MPM is only good for Normal and below speeds, but bad for Epic and Marathon.
VBM for the same reasons as the above poster.
Lead From Behind... I just don't see the usefulness of it. Just -don't- send your best soldiers off suicide style. Learn to make better stacks.

Multiple production is an option on the custom game screen like Agg AI or Raging Barbs, it can be defaulted to off.
 
I was playing another mod that added a line to each buildings tool tip, adding "Actual gains". If a building added 1 hammers, it would say "Actual 1.2 hammers". Any idea what mod component did that, and how to enable it in QC?
 
I was playing another mod that added a line to each buildings tool tip, adding "Actual gains". If a building added 1 hammers, it would say "Actual 1.2 hammers". Any idea what mod component did that, and how to enable it in QC?

That is already included in the new RevDCM. That will go into Avain's next update automatically.
 
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