Quot Capita

2 things:

-Timber resource:
as AbsintheRed has noted, the worker is consumed in the process.
I suggest -instead of fixing it- to maintain that option but give accumulative bonuses with this resource. Up to 3~4 lumberyard could provide you the bonus; the more you have, the more it gives you.
Up to 30% or 40% for ship construction. 10% per lumberyard.
By this you include a new decision to the game: maintain your worker or use it for supplying the construction of your navy.

-Naval mod: could this mod work within yours -by user implementation or by a future implementation by yourself in Quot Capita-?
http://forums.civfanatics.com/showthread.php?t=388148


PD: Can someone tell me what painting this image have been taken from?
or
@avain could you direct me to your source if you still remember it?
3492436940_359b37b167_t.jpg
 
Bug report - every time I've gotten a free tech in QC (one from researching Sedentary Lifestyle first - which also seems to come too fast imo, should be a longer research tech to force some of the other Stone Age stuff to be relevant - and one from researching something later in the game that I don't remember in another game) after selecting my tech, I don't actually get it - just a message saying "You already selected your free technology!" or something like that in orange.
 
Funny. I was thinking that the Prehistoric eara was teching way too slow... only to figure out that some prehistoric era techs require more beakers than the Antcient ones.
I personally like Sedentary Lifestyle tech-- it's one out of 3 techs that gives you a free tech.
I'm going to poke around in the XML files to speed up (or at least nerf the beaker prequists) techs in the Prehistoric era.

Edit: I have reduced all Prehistoric techs, units and buildings by 50%. Now I am able to get at least 2 Anticent techs by 4000B.C.

Meanwhile I corrected the "Battering ram"'s unit name to "Battering Ram".
My shiny QC patch is coming up soon.
 
I really like it too. Unfortunately it is so short lived even on marathon! so I up the research from 300 to 900. Makes things a bit more awesome, unfortunately the a.i. on normal doesn't handle a longer stone age well. Some I see make use of gatherers to get their tile improvements going, others don't. They all spam lots of warriors and don't upgrade or make better units much. They certainly don't start popping out cities as early as I ever do, the stone age just really throws them for a loop and I get way ahead of them in research.

Is it possible to edit the a.i. to make better use of the stone age?

Unfortunately, the AI is flawed in general. The best thing you can do is spam more warriors and hope they dont send a SOD full of Stone Axes, Stone Spears and Battering Rams at you (I was caught with my pants down when that <snip> Mansa Musa managed to send a Stone Age SOD at my door).
 
The settings you recommend contain 'no revolutions, no barbarian civs'. How do I turn off these options?

jimmygeo
 
The settings you recommend contain 'no revolutions, no barbarian civs'. How do I turn off these options?

jimmygeo

Custom game options, same area as no tribal villages, choose religions, etc.
 
is there a way to import slower game speed than Oddysey into QC ? i cant enjoy medieval units for long enough .... gunpowder comes too fast :(
 
You could go into the gamespeedinfo ini and change the research number, if you have a mod with its own gamespeedinfo ini file then you will have to change the line on that one

I play on marathon with the research triple the default rate
 
Hi Avain et al.,

I am running Vista 32-bit 4GB RAM.

Well mate, the first thing you should be aware of? You're not actually running 4Gb of RAM. 32-bit operating systems will only recognise a shade over 3Gb worth of that 4Gb. Your Operating System (and thus any applications/games used by the operating system) won't utilise any more than 3Gb of that RAM you've got unless your Operating System is 64-bit...

MAF's as you may know are inherent to the game design of Civ 4, and are unfortunately a seperate thing to QC, although QC (as opposed to unmodded BtS) will definitely put a greater strain on your system's resources quite simply because there's that much more content.

Some suggestions - Lower the Texture quality, lower Gameplay Resolution, turn Anti-Aliasing off, and select Single Unit Graphics.

See if that improves the number of MAFs or CTDs you're experiencing, and let us know if the issues persist or if things have improved.

Best of luck :)

PS - Oh, and update your video card drivers ;)
 
You could go into the gamespeedinfo ini and change the research number, if you have a mod with its own gamespeedinfo ini file then you will have to change the line on that one

I play on marathon with the research triple the default rate

found that :) i need to change : <iResearchPercent>300</iResearchPercent> to 900 instead of 300 ? sorry am lame :D thx for your quick help
 
First off, love this mod!! However I do have a small problem. All the units for all the nations keeping flipping back and forth. Example would be an american carrier looking like a british carrier once I click off of it and stands still for a second. Any ideas? Thanks!!
 
He, Guys.

Just looking around for an update an this incredible mod.

I also have a general question: What exactly are the merits of this "Better AI"?

I cant seem to notice any difference. Certainly no improvement. In fact the AI seems to be reluctant to use any kind of artillery. Which makes it actually worse than the original.

Not to complain: The mod ist beautiful! Just asking?
 
Inquisitor doesn't display option to purge none state religions. Can anyone confirm this?


Also....The "increase rate" +/- buttons for espionage never appear.

Also, may want to look into adding cart paths, adds a very nice transitional feeling from prehistoric to ancient age,
 
Have the same problem. I can build inquisitors but there is no button to purge the other religions. playing QC 8.1, theocracy civic; inquisitions enabled.

also getting "XML Error"
TAG: Unitcombat_Assault_Mech in Info class was incorrect
Correct XML file is: modules\Promotions\UrbanTactics\UrbanTactics_CIV4-PromotionsInfos.xml

Please help
 
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?
 
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?
 
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