Quot Capita

I have a bunch of little things to report for version 6.02. I have to admit that I was playing multiplayer, though.

1) Panthers and Gorillas are staying stationary on the world map.
2) Are natural disasters much more frequent in this version? I was getting pummeled by floods and forest fires left and right.
3) Is the AI really really good at wonder sniping? Twice in a row, an AI my friend and I hadn't even encountered shut him down from building wonders that he was within 1 and 2 turns of finishing.
4) I got a TXT_ whatever message for Joan of Arc being born.
5) In my capital city (Budapest), I kept having my maximum health go down to a previous value, causing my city to keep going unhealthy, then healthy, and back to unhealthy turn by turn.
6) I forgot what this one was, since I didn't write a list. But I distinctly remember there being 6 things.

1. I've had this issue too.
2. That's how the, sometimes wonky, random events work in BtS. Sometimes they just pile up.
3. Correct me if I'm wrong but I think several of the new leaders are either industrial or have a high wonder build probability.
4. I've also had this happen.
5. I thought I was hallucinating, but this also happend to me.



A suggestion:
-Ishtar Gate could really use different effects. It just feels really overpowered and I don't get its connection to the wonder itself. Maybe have it just be like a super wall, or have it be like Stonehenge and each city gets a free wall? The current bonus is just -way- too powerful on bigger maps or maps with a lot of civs, or maps where the civs are spread apart.

Also, how would I go about adding leaders to this myself, does anyone know? I kinda miss a bunch from Leaders of VD, like Meiji. I've just never messed around with -adding- a leader to a mod like this.
 
I am playing the new version and I love it. Thanks Avain.
There are some issues that I have noticed, that doesn't stop me from enjoying it but can be really annoying. The first thing is that I can't turn off that battle effects option, when I turn it off in the menu, the battle effects still spawn. The second issue is that with the unit naming. I set the parameters to unit count based on combat type for every combat type plus "division" custom name plus the town that created the unit and the unit type: like "3rd Infantry Division Mecca". The problem here is that its somehow not counting based on unit type but always on all units built, and I did write "^cntc[o]^ ^ut^ Division ^ct^". I've forgot to mention, in v5.3 I didn't experience the problems mentioned above. I am not sure if that problems are not only with me but I thought that's good to post them anyway. Again thanks for making and updating this great mod.
 
1. I've had this issue too.
2. That's how the, sometimes wonky, random events work in BtS. Sometimes they just pile up.
3. Correct me if I'm wrong but I think several of the new leaders are either industrial or have a high wonder build probability.
4. I've also had this happen.
5. I thought I was hallucinating, but this also happend to me.



A suggestion:
-Ishtar Gate could really use different effects. It just feels really overpowered and I don't get its connection to the wonder itself. Maybe have it just be like a super wall, or have it be like Stonehenge and each city gets a free wall? The current bonus is just -way- too powerful on bigger maps or maps with a lot of civs, or maps where the civs are spread apart.

Also, how would I go about adding leaders to this myself, does anyone know? I kinda miss a bunch from Leaders of VD, like Meiji. I've just never messed around with -adding- a leader to a mod like this.

Hmm, so some of those weren't just me. About point 3, when you mention that some of the new leaders are industrial. My multiplayer companion and I were playing as Huayna Capac and Istvan S. of Hungary, both of which are Industrial/Financial. We were bee-lining right for those wonders also.
 
I am playing the new version and I love it. Thanks Avain.
There are some issues that I have noticed, that doesn't stop me from enjoying it but can be really annoying. The first thing is that I can't turn off that battle effects option, when I turn it off in the menu, the battle effects still spawn. The second issue is that with the unit naming. I set the parameters to unit count based on combat type for every combat type plus "division" custom name plus the town that created the unit and the unit type: like "3rd Infantry Division Mecca". The problem here is that its somehow not counting based on unit type but always on all units built, and I did write "^cntc[o]^ ^ut^ Division ^ct^". I've forgot to mention, in v5.3 I didn't experience the problems mentioned above. I am not sure if that problems are not only with me but I thought that's good to post them anyway. Again thanks for making and updating this great mod.

Yes, there is a problem with RevDCM integrating BUG, it seems that option changes are not registered somehow. Until there is a better solution, you could try changing the settings in GlobalDefinesAlt.xml.

And yes, please always post your observations, because this is how I can make the mod better. Thanks!
 
Before I forget, Avain I am wondering what the mod merger will mean for some of the plans you had(religious units, stone age etc), are those still on the table?

The merger goes in parallel with my QC development up to a point I see no point in maintaining both.
So yes, those plans are still valid.
 
1) Panthers and Gorillas are staying stationary on the world map.

Was this on a separate jungle/forest tile? The only passable terrain for e.g. Gorillas are forests/jungles
 
5) In my capital city (Budapest), I kept having my maximum health go down to a previous value, causing my city to keep going unhealthy, then healthy, and back to unhealthy turn by turn.

Can you please provide a savegame for this?
 
2) Are natural disasters much more frequent in this version? I was getting pummeled by floods and forest fires left and right.
I did not change these. I don't suppose that the mods I'm using make disasters more frequent.
3) Is the AI really really good at wonder sniping? Twice in a row, an AI my friend and I hadn't even encountered shut him down from building wonders that he was within 1 and 2 turns of finishing.


It's Better BTS AI, I would say that jdog5000 did a good job! ;)

4) I got a TXT_ whatever message for Joan of Arc being born.

Found and corrected. Thanks.
 
Can you please provide a savegame for this?

The game was saved by my friend in MP, I'll see if he can get me a copy.

Did the BTS AI get buffed up noticeably since the last version of QC? Just curious, since I never remember being robbed so badly on wonders by the AI. Do they automatically know when you're building them?
 
Please answer this; I'd like it, too.

If there's a common request I'll see what I can do;)
One thing you should realize however that no matter how hard I try to optimize the art, it's still more than vanilla and can cause MAFs during endgame...
 
Third patch:

Installation:
- unzip with 7zip (http://www.7-zip.org/) to BtS mod folder and overwrite the files

Quot Capita 6.03 patch
2010.06.10

- includes patch 6.02
- Callbacks reinstalled (via BUG interface): Himeji castle wonder and Arcology build dependencies are now corrected
- Jeanne D'Arc general's version text was missing, now added
- new debug dll added

Quot Capita 6.02 patch
2010.06.08

- includes patch 6.01
- missing unit sound files added
- Project loading and dependency corrected (thx Afforess!)

Quot Capita 6.01 patch
2010.06.06

- missing python for arcologies, terraforming, Project Eden, prototyping added
- new dll to have info about goody hut rewards
 
Wow, you really work fast :) Fresh and up-to-date patch every 2 days
This is truly top notch modding :goodjob:
 
I think the leaders I feel add the most to the game are the ones for civs that normally only have one, such as the Aztecs for example.

And no I would never expect you to maintain two mods at once Avain, I made that mistake(practically) when I avidly modded civ3, by the end I had two separate versions and was updating both with the things I wanted to add.

I got pretty burnt out with it towards the end maintaining two versions, I would never recommend you do anything like that yourself, especially since Civ4 modding is much more text dependent than what I worked with(which was tiring enough).
 
@Avain - Australia Civ works fine with the new patch... :goodjob:
 
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