Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

I've played a few games with the Steam version, and man, this is really, really good. I love the increased movement; the friendship benefits, getting an envoy with any wonder, the significantly better and more varied pantheons, etc.

The only thing I am iffy on is the loosening of wonder placement restrictions--I think the vanilla rules in that regard are a good way to encourage long-range city planning, and lessen the tendency towards "wonder whoring".

Compared to the Improvements Patch, I feel that mod does a better job with its policy cards, and its increased variety of buildings, but I'm hard pressed to come up with anything else that outshines your work. I was using Scotsman's Omnibus a while ago, before the last couple patches dropped; he had a good system where different districts would give a specific bonus to specific resource tiles, and I thought that was an interesting way to encourage city specialization; perhaps something to consider? I know the Vox Populi mod does something similar in Civ5.

Fantastic mod. Looking forward to what comes next.
 
Good afternoon!
I will say a few thoughts about the modification.
1. Stronger Swordsmen: With 40 Strength, Swordsmen now represent a credible threat.
As I noticed, at normal and high levels of difficulty, swordsmen kill everyone - cavalry and pikemen. With such combat power, other types of units are useless, I think that it is better to remove this line. The original 36 power points fit more.
2. God of Craftsmen - Now provides +2 hammers per mine on a strategic resource (up from +1). Also reveals Iron and Niter on the map.
The second part is cheat, because of Niter, when in the ancient world you build a mine and you immediately get 5 hammers of products - this is not a balance.
It is better to leave only - "Also reveals Iron on the map".
3. 2 charges from Aztec workers - this is also not a good idea. Although in the ancient world the Aztecs sometimes have an excess of workers, in the following eras it annoys. I think, then, it is worth to reduce the cost of workers from the Aztecs.
4. SIEGE TOWER
Why were the towers removed, not the battering ram?
It seems to me that with the towers, AI was much more cheerful than without them.
5. Can, it is necessary to add in the code the closed line with change "eureka bonuses"? I think for some players this would be a useful function.

Spoiler :
/ * Slows down boosts by 1/2 (so 25%) * /

UPDATE Boosts SET Boost = Boost / 2;


Thank you very much for your attention!
 
Playing the Beta version. Having a repeatable CTD on turn 75 when it moves to France. Happy to provide logs, running this beta, Real Eurekas, Real Natural Disasters, Artificially Intelligent.

Going to start a new game to see if I get something similar. Was getting a pretty fun game going.

EDIT -- It may be the Real Natural Disasters mod interfering. Ran an autoplay that it CTD on turn 75. Ran an autoplay without RND and it went through without any problem.
 
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isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.09.1 BETA

This new Beta makes some fairly significant changes as the Mod has shifted in a slightly different direction.

I have been working behind the scenes with Xavierlol to merge the Combined Tweaks and the Civilization 6 Improvements Mod. A few features have already been merged, with more to come in future releases.

That said, there has been some restructuring of the mod in general:

  • The "Hardcore" ruleset has been removed as an option. All former "Hardcore" rules are now...

Read the rest of this update entry...
 
isau
Thank you for changing "eureka bonuses"!
What about the other items that I indicated in the last message?
 
Heads up, I found a possible HUGE bug in the MyOptions file. I am going to post an update soon, but if you are using the mod, please open MyOptions.sql and make this change:

On the line that says:

====== START YOUR EDITING HERE BY ADJUSTING THE NUMBERS THAT APPEAR AFTER THE VALUE FIELD


Add a -- in front:


-- ====== START YOUR EDITING HERE BY ADJUSTING THE NUMBERS THAT APPEAR AFTER THE VALUE FIELD


This is a last minute comment I put in to help people find the options, but it wasn't commented out correctly, so the MyOptions file doesn't work. Once it is commented out, it should work as intended. Sorry about missing this in the final round of testing,willteach me not to slip in stuff last minute. :)
 
I've played a few games with the Steam version, and man, this is really, really good. I love the increased movement; the friendship benefits, getting an envoy with any wonder, the significantly better and more varied pantheons, etc.

The only thing I am iffy on is the loosening of wonder placement restrictions--I think the vanilla rules in that regard are a good way to encourage long-range city planning, and lessen the tendency towards "wonder whoring".

Compared to the Improvements Patch, I feel that mod does a better job with its policy cards, and its increased variety of buildings, but I'm hard pressed to come up with anything else that outshines your work. I was using Scotsman's Omnibus a while ago, before the last couple patches dropped; he had a good system where different districts would give a specific bonus to specific resource tiles, and I thought that was an interesting way to encourage city specialization; perhaps something to consider? I know the Vox Populi mod does something similar in Civ5.

Fantastic mod. Looking forward to what comes next.


Thanks for the info. :) I've been talking to Xavierlol, the author of the Improvements Patch, and work is being done to merge the mods together. You may notice that the recent release dropped the "Hardcore" mode from the mod and moved those settings over to the MyOptions file, as well as introduced a couple of features from the Improvements Patch. The plan is to roll in many of the changes Xav made in his mod as options, including his updated Policies.

There is also a likelihood that "Quo's Combined Tweaks" could be renamed, as it no longer reflects solely my code. No official comment on that yet. :)




Good afternoon!
I will say a few thoughts about the modification.
1. Stronger Swordsmen: With 40 Strength, Swordsmen now represent a credible threat.
As I noticed, at normal and high levels of difficulty, swordsmen kill everyone - cavalry and pikemen. With such combat power, other types of units are useless, I think that it is better to remove this line. The original 36 power points fit more.
2. God of Craftsmen - Now provides +2 hammers per mine on a strategic resource (up from +1). Also reveals Iron and Niter on the map.
The second part is cheat, because of Niter, when in the ancient world you build a mine and you immediately get 5 hammers of products - this is not a balance.
It is better to leave only - "Also reveals Iron on the map".
3. 2 charges from Aztec workers - this is also not a good idea. Although in the ancient world the Aztecs sometimes have an excess of workers, in the following eras it annoys. I think, then, it is worth to reduce the cost of workers from the Aztecs.
4. SIEGE TOWER
Why were the towers removed, not the battering ram?
It seems to me that with the towers, AI was much more cheerful than without them.
5. Can, it is necessary to add in the code the closed line with change "eureka bonuses"? I think for some players this would be a useful function.

Spoiler :
/ * Slows down boosts by 1/2 (so 25%) * /

UPDATE Boosts SET Boost = Boost / 2;


Thank you very much for your attention!



Thoughts on these:
  • 1. I think Swordsmen deserve the 40 Strength, given everything else about combat balance. Even with the +1 Movement, they have lower mobility than Horses. They wreck Pikes, but Pikes can absolutely wreck Horsemen in this mod due to their AoE movement debuff, so I think it's fine. They also (with UU exceptions) require the Iron resource.
  • 2. I personally think God of Craftsman is about in line with the other buffed Pantheon beliefs.
  • 3. Aztecs can undo the -1 Charge by building their unique National Wonder. I may buff this National Wonder some more to make it more worthwhile, but they shouldn't need to spend the whole game with -1 charge. The -1 is there because of how easy it is to spam Builders in early game.
  • 4. Siege Tower was removed due to lots of complaints about them making Siege units ineffective.
  • 5. As you saw, that has been implemented as of most recent patch.
 
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Thanks for the info. :) I've been talking to Xavierlol, the author of the Improvements Patch, and work is being done to merge the mods together. You may notice that the recent release dropped the "Hardcore" mode from the mod and moved those settings over to the MyOptions file, as well as introduced a couple of features from the Improvements Patch. The plan is to roll in many of the changes Xav made in his mod as options, including his updated Policies.

There is also a likelihood that "Quo's Combined Tweaks" could be renamed, as it no longer reflects solely my code. No official comment on that yet. :)

Oh, man.

Two great tastes that will taste great together. Kudos to both you and Xavierlol. Can't wait to give it a try.
 
How long until friendship bonuses are going to be released for Australia?
By the way love the mod I've had it since it came out and I love it, best overhaul there is!
 
How long until friendship bonuses are going to be released for Australia?
By the way love the mod I've had it since it came out and I love it, best overhaul there is!


Thanks glad you enjoy it. :)

Australia should have a friendship bonus that allows you to build Outback Stations. Is it not working in the game?
 
Thanks glad you enjoy it. :)

Australia should have a friendship bonus that allows you to build Outback Stations. Is it not working in the game?
I just didn't see it in the change log my bad, I usually play as Australia so I haven't really noticed.
 
First, I'm very excited to see that you are merging Improvements Patch mod. I really like especially Policy card changes.

Why threre is "!" sign on top of Brazllian slinger?
barbs.png

Playing Quo Combined Tweaks v3.09.2 BETA (Greece).

I have noticed this "!" sign on top of AI units also previosly with this mod.
Currently using also following mods:
Cqui
Smoother Difficulty
Detailed Worlds

Second question: How 'XAV_OPTION_CAN_BUILDERS_RUSH_DISTRICTS' affects Aztec uniqe builder ability? Does "legend of the five suns" provides same 20% or more due compensation.
 
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First, I'm very excited to see that you are merging with Improvements Patch mod. I really like especially Policy card changes.

Why threre is "!" sign on top of Brazllian slinger?
View attachment 469180

Playing Quo Combined Tweaks v3.09.2 BETA (Greece).

I have noticed this "!" sign on top of AI units also previosly with this mod.
Currently using also following mods:
Cqui
Smoother Difficulty
Detailed Worlds

Second question: How 'XAV_OPTION_CAN_BUILDERS_RUSH_DISTRICTS' affects Aztec uniqe builder ability? Does "legend of the five suns" provides same 20% or more due compensation.


I believe the ! icon is a Firaxis thing that's supposed to tell you that a Scout alerted to your city and is returning to the Barbarian camp. But there are some bugs with it that make it sometimes show up on the wrong units.


The option to enable district rushing doesn't currently change the Aztec UA. In Zaviarlol's Improvements Patch, Builders get a boost to District rushing (50%). I will look at putting that in in the next round of mergers.
 
There are some text tag issues - see the pic:
View attachment 469182

Unfortunately these can't be fixed without deleting all the emojis from tech and policy names. The Search system used by the Pedia tries to recolor the text of whatever your Search word was, and when it does that, it inserts a piece of text right into the middle of the [ICON_] tags. That's why in the screenshot it says [ICON_RESOURCE[COLOR_LIGHTBLUE]_STONE]. The UI inserted the Color tag in the middle of the Icon tag. I realize it's an inconvenience, but I think the usefulness of the emojis outweighs the minor bug this introduces to the search function.


The fix would actually be pretty easy (I'd probably just turn off the blue highlighting) except that to dodge conflicts with mods like CQUI, I'm very limited in how I can change the UI.
 
Getting a reproducible crash here, seems to trigger on England's turn from what I can tell. Using the latest beta from this thread, did not make any alterations to the MyOptions file. Other mods include:

Official DLC
Artificially Intelligent
Better Civilization Icons
CQUI
Real Great People
Sukritact's Civ Selection Screen
Sukritact's Fuji
Tomatekh's Historical Religions
Unique District Icons
 

Attachments

Getting a reproducible crash here, seems to trigger on England's turn from what I can tell. Using the latest beta from this thread, did not make any alterations to the MyOptions file. Other mods include:

Official DLC
Artificially Intelligent
Better Civilization Icons
CQUI
Real Great People
Sukritact's Civ Selection Screen
Sukritact's Fuji
Tomatekh's Historical Religions
Unique District Icons


Tried a few different things--making a peace treaty with her, ignoring her, attacking Saladin, not attacking Saladin... no difference.

If it is indeed happening on Victoria's turn, it appears it is a turn on which she acquires a Great Prophet. Unsure if that is relevant.


EDIT: Ran another game as Victoria to see if it was an issue with her; no crash when popping a GP.

SECOND EDIT: Further testing in another game suggests that the crash almost certainly happens when the AI gets a Great Prophet--crashing on Jadwiga's turn, and on the previous turn my scout saw a nearly-finished Stonehedge in Krakow. Same mods, minus Real Great People, plus Sukritact's Tonle Sap & Historicity++.
 
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Getting a reproducible crash here, seems to trigger on England's turn from what I can tell. Using the latest beta from this thread, did not make any alterations to the MyOptions file. Other mods include:

Official DLC
Artificially Intelligent
Better Civilization Icons
CQUI
Real Great People
Sukritact's Civ Selection Screen
Sukritact's Fuji
Tomatekh's Historical Religions
Unique District Icons


Sorry to hear about the crash. Unfortunately I can't reproduce due to not having all of the listed mods. Is there anything in the Lua.log file that indicates the source of the crash? QCT doesn't make edits to Great Prophets, so if it's crashing, it's probably coming from somewhere else. I'll be on the lookout for similar crashes tho.
 
Sorry to hear about the crash. Unfortunately I can't reproduce due to not having all of the listed mods. Is there anything in the Lua.log file that indicates the source of the crash? QCT doesn't make edits to Great Prophets, so if it's crashing, it's probably coming from somewhere else. I'll be on the lookout for similar crashes tho.

Yeah, I wasn't confident it was your mod, because I've never had the issue with your mod previously, or with the Improvements Patch, but the rest of the mods are just cosmetic and I've used them before; the only new ones I was using were Sukitract's national wonders, and I can't imagine they would have anything to do with it. I'll try to look when I get off work today, but we are now getting way past my realm of knowledge on these things. In what directory will I find that file?
 
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