DOC Quality Mod Compilation

Does this mod-mod-mod crash more than DoC?
Not to my knowledge. I have played dozens of games since starting the compilation and the only crashes I have met were either fixed or non-reproducible.
 
When can we see a Classical Mesoamerica merge? :)
I'm not entirely sure, I think I mentioned this a while back but for some reason QMC says that Steb's mods are already merged when they're not. I have zero idea how to make it not think it's merged nor do I know when it was supposedly merged. If I can't find a way to revert this, the only other option is to merge it manually, which means going through every commit by hand and carrying over the changes. Merging civs with git is already annoying enough, so I'm not entirely sure I want to spend an entire day or more merging civs by hand.
 
Yeah, that's weird. I'll try the merge myself at some point to see what happens.
 
It has come to my attention that I have erroneously imported the new wonders in Varied America, but Quality Mod Compilation was perfectly fine. As such I have reverted Varied America to Quality Mod Compilation and reimplemented the Varied America UP.
 
New update

Merged latest DOC

Fixed Python errors from non-ASCII characters in GreatPeople.py

Fixed an error in Resources.py

I'd like to apologize for the lack of updates recently, I've been taking time to play QMC and have been very happy with it's balance.

I've known of the above two sets of errors for a while, but since they seemed to have little effect on gameplay I decided to playtest more to try and see if there are any major bugs instead of taking the time to look into the seemingly small ones.
 
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Reimplemented the "Land Tile Yield" and "Water Tile Yield" civic effects from CMC.

Buffed Republic: Removed +25% Number of Cities Maintenance. Added -1 Commerce on Land Tiles.

This does not affect Rome, Carthage, or Greece's historical civic switches. I made this change initially when trying to fix Manchuria's TXT_KEY issue, but ended up liking it more than the current effect.

I can now confirm that the TXT_KEY_CIV_MANCHURIA_REPUBLIC issue is not caused by the Republic civic, but instead seems to be produced by their preference towards Constitution. Unless they were supposed to be running Citizenship circa 1866, I don't think this is caused by my meddling with Civics.

I also completely messed up the TXT_KEY fix last update, so that's officially fixed now. I'm at a loss for why this issue is present in QMC but hasn't been reported in Merijn's civs. It's caused by running Republic, Despotism, or Elective alongside Constitution, and seeing how Manchuria chooses Despotism of the three (something QMC does not alter), I'm wondering what I could have done to cause this.
 
Merged latest DOC

EDIT: Condensed OP.
 
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Merged latest DOC and reverted a horrible attempt to fix a long standing error in GreatPeople.py.

Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 707, in onGreatPersonBorn
  File "GreatPeople", line 72, in onGreatPersonBorn
  File "GreatPeople", line 66, in getName
  File "GreatPeople", line 41, in getAvailableNames
  File "GreatPeople", line 54, in getEraNames
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 1: ordinal not in range(128)

I'm still trying to figure out what has been causing this error. While have tried debugging it didn't really lead anywhere. I had it print the civ on line 53 and I got 3 errors from the Boers, but when I world builder'd in a bunch of Boer Great People I didn't get any errors. If anyone has any ideas what to look out for I'd greatly appreciate it.
 
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I was looking back at past changes and realized I was a big dumb and didn't realize the Tarim Basin was not in fact in India. I also forgot how to read maps and in general made a buffoon of myself.

Updated QMC with a fix.
 
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