LegionSteve
Motörhead
Hi guys,
if there will be a new RevDCM release with all the new shiny things (new BULL, AI, etc), I intend to update QC also!
Cheers!
avain
Awesome, thanks for all your good work Avain

Now some suggestions, and some questions:
I have made some little changes in the XML, which I am testing at the moment, which I would recommend:
For heavy horsemen and cavalry I have added flank attacks against cats, trebs and bombards.
For helicopters, gunships and helijets I have added flank attacks against bombards, cannons, and assault guns.
The extra DCM air missions for some reason don't work on the ATF. They work on all the other aircraft. I can't find anything wrong in the XML, the extra tags are all there, and it is annoying when you get ATFs and can't do the extra missions anymore. Since I can't fix it properly I have got around it by making the advanced jet fighter also upgrade to a starfighter, which means you can still build them instead of ATFs if you want to.
I am not convinced about the free units for researching a tech. If I only get a limited number, I might rather build them in my HE/WP city which can build most things in 1 turn anyway. Drill 4 mammoth tanks are nice. Also getting free nukes when no-one has built MP yet is funny, but a bit dubious gameplay wise. Is there an easy way to turn it off?
Finally I would be really grateful if someone could help me with this. I want to exclude some civs from the game. Say I want to play some very watery maps with all random civs, but want to exclude the dutch and portugese, both for me and for the AI. (we will let Ragnar in as an AI, beserkers are cool but he can't tech worth a damn anyway) I have tried changing the bPlayable and bAIPlayable to zero in Civ4CivilizationInfos in both Beyond the Sword\Mods\Quot Capita\Assets\XML\civilizations and Beyond the Sword\Mods\Quot Capita\Assets\Modules\Varietas Delectat\UnitArtStyles, but I can't get rid of them
