Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

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
I use all of these mods except for Artificially Intelligent, and mine works fine so I'd bet that it has to do with that.
 
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?

OK I just experienced a crash too that may be this bug. I have to think hard on this one. I don't see anything in logs that points to the source of the issue. It is possible it's an error with the Luxury stuff, which has been making me a bit nervous because it's all in Lua and because the method we're forced to use to apply Modifiers to a player involves lots of sketchy code involving "fake" buildings. Let me see if I can narrow down a cause.
 
I use all of these mods except for Artificially Intelligent, and mine works fine so I'd bet that it has to do with that.

Possible, but I doubt it. I've used Artificially Intelligent for the last couple weeks, haven't run into any crashes at all until using the new beta of Quo's. Maybe nothing to do with either mod itself, but in how they are interacting? I don't think that is likely, given that I used it just fine with previous builds of Quo, and with the Improvements Patch. But, then again, I am not a computer programmer.
 
Possible, but I doubt it. I've used Artificially Intelligent for the last couple weeks, haven't run into any crashes at all until using the new beta of Quo's. Maybe nothing to do with either mod itself, but in how they are interacting? I don't think that is likely, given that I used it just fine with previous builds of Quo, and with the Improvements Patch. But, then again, I am not a computer programmer.

Out of curiosity, do you happen to know what the previous version number you were using was?
 
Out of curiosity, do you happen to know what the previous version number you were using was?
It was the one currently on Steam. (Assuming that hasn't been updated in the last day. 3.05.1? I think?)
 
OK I can now confirm a hard crash sometime around turn 60 or 70, even when the gameplay scripts (the Luxuy stuff) are removed. I have no clues yet what is causing it because nothing appears in the logs. I'm going to have to do a hunt to see if I can track down what could possibly be causing it.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.09.4 BETA

Unfortunately this release brings a mix of removed features and new features.

Temporarily Removed:
  • You no longer receive a Resource expo when you have more copies of a Luxury than any other player
  • The Luxury victory has been removed
  • Reasoning: The risk of crash to desktop is too high at this time, since we do not have access to the DLL files.
  • I may consider releasing the Luxury Victory as its own standalone mod at some time in the future.

Other...

Read the rest of this update entry...
 
isau
Thanks for the updates!
1. What about the idea of introducing the City Range Up line in MyOptions.sql?
Add one line
<Where Name = "CITY_MIN_RANGE" />
<Set Value = "4" />
I think many would be useful.
2. In the file XAV_SlowerTechRules_Code it would be great to add the cost of getting great people, and not just the increase in science and culture.
3. The ability to build Lumbermills for Rainforests. Why not?
 
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isau
Thanks for the updates!
1. What about the idea of introducing the City Range Up line in MyOptions.sql?
Add one line
<Where Name = "CITY_MIN_RANGE" />
<Set Value = "4" />
I think many would be useful.
2. In the file XAV_SlowerTechRules_Code it would be great to add the cost of getting great people, and not just the increase in science and culture.
3. The ability to build Lumbermills for Rainforests. Why not?


1. I haven't thought particularly about City Range. I worry somewhat about the AI's ability to deal with the increased range and the potential for game crashing bugs. It's not a bad idea, but I'd want to do extensive testing.

2. I can think about this. I don't have a lot of experience with Great Person costs.

3. Rainforest is in a kind of weird place. An undocumented feature of Rainforest is it gives negative Appeal to nearby tiles, to all players except Pedro who has a secret modifier that makes him unaffected by the penalty. For that reason it's often in the interest of most players to clear Rainforest eventually. That said, Mines have negative Appeal too so I guess its not all bad. I'm not sure what the long term game implications of Workshops on rainforest tiles. In the mod, Pedro can build "Brazilwood Camps" in rainforest once he completes the Brazilian Revolution project, and Spain's Mission improvements don't destroy Rainforest with this mod (and you can get the Mission improvement by befriending Spain) so at least there are a few options.
 
isau
1. I played with the mod of the "City Range Up", for the AI the settling is not a problem.
In addition to increasing the distance, there is also a couple of values, such as the city's growth threshold and the increase in the distance of trade routes.
2. Modification "8 Ages of Pace" can work with the value of great people.
So, maybe you'll find a couple of ideas and inspiration for yourself.
 
1. What about the idea of introducing the City Range Up line in MyOptions.sql?
Add one line
<Where Name = "CITY_MIN_RANGE" />
<Set Value = "4" />
I think many would be useful.
for the AI the settling is not a problem.
From my own experience, I had used this setting in one of my own mods since last November and unless I played really large maps (128x80 and up), it really hampered the AI settling ability. Not to mention large areas became usable only late in the game or not at all. Since the Australian update I've gone back to 3 tiles.
 
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.

I imagine that this is the same issue, but a similar text tag displays when hovering over Cleopatra's agenda to display her friendship bonus. "+1 [ICON_TRADEROUTES] trade route slots."
 
I imagine that this is the same issue, but a similar text tag displays when hovering over Cleopatra's agenda to display her friendship bonus. "+1 [ICON_TRADEROUTES] trade route slots."


Oops, no that's a typo. Should be [ICON_TRADEROUTE] (no S). Thanks for pointing that out.


EDIT: Also just found and fixed a sort of hilarious bug with Saladin's friendship bonus. It was providing a flat +2 Great Prophet Points rather than +2 GPP per turn. Needless to say it will be much improved in the next patch. :)
 
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isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.09.5 BETA

This is a very minor release intended to patch some bugs. This is also likely the version soon to be published to Steam (since this version has so far proven very stable).

Bug Fixes:
  • Befriending Arabia now correctly gives the befriended Civ +2 Great Prophet points per turn (instead of just giving you +2 on the turn you become friends)
  • Fixed a bug with the setting for Builder ability to speed District construction (originally from the Civ 6 Improvements Patch, by Xaviarlol)....

Read the rest of this update entry...
 
FYI regarding the removed Luxury Victory. I discovered another mod author who has already written a number of new Victory conditions, and done them to a much higher level of quality. Best of all, it's compatible with this Quo's Combined Tweaks (may not be with CQUI, however--not sure). I happen to think these two mods work very nicely together, so I'm adding it to my "recommended" list, and cancelling plans for the Luxury victory.

Instead, my plans are going to be to revisit Egypt. I have a possible idea on how to make it less self defeating to build on a river. Will report back if I succeed in adding a new ability.


Meanwhile, be sure to check out the Civ 6 Reformation Victories mod, which plays great with QCT:

https://forums.civfanatics.com/threads/civi-reformation-victories.607750/page-5
 
For some reason I'm not able to see the Hardcore rules, so I'm not able to select it.
I can only see the basic and AI buffs only rules.
Any ideas??
I am running some other MODS:
YNAEMP
Combat and Stacking Overhaul
CQUI
Historic Religions
Take your time Tech and CIvic versions

I'm playing on - Play Europe Again map

All MODS are up to date.

Edit: I just tried with only your MOD and AI+ enabled and still didn't see Hardcore Rules.
 
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"Hardcore Rules" no longer exists as a separate option. "Basic rules" is everything, including the old "hardcore rules" set (no free envoys, no free science/culture, etc). This changed in a recent update, but the opening post hasn't been changed to reflect this yet.
 
"Hardcore Rules" no longer exists as a separate option. "Basic rules" is everything, including the old "hardcore rules" set (no free envoys, no free science/culture, etc). This changed in a recent update, but the opening post hasn't been changed to reflect this yet.

Ok Thanks for the reply.
 
Yep, what Guynmeyer said. What used to be called "Hardcore Rules" has now been rolled into the "Basic" rules. Players who want to disable the Hardcore rules for an easier gameplay experience can do so in the MyOptions file. This change was made to reduce the number of Rulesets, and also because Hardcore aligned better with the overall design of the mod than the old basic rules, which were becoming increasingly hard to balance against. But since some players still prefer the easier experience, the option is there in the MyOptions file to turn those settings off if they don't mind a more sandbox-style game.

I know its confusing because the main page still says there are 3 rulesets. I'll update the graphic and the info soon. The first priority was getting it out and making sure it doesn't crash. :)
 
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Yep, what Guynmeyer said. What used to be called "Hardcore Rules" has now been rolled into the "Basic" rules. Players who want to disable the Hardcore rules for an easier gameplay experience can do so in the MyOptions file. This change was made to reduce the number of Rulesets, and also because Hardcore aligned better with the overall design of the mod than the old basic rules, which were becoming increasingly hard to balance against. But since some players still prefer the easier experience, the option is there in the MyOptions file to turn those settings off if they don't mind a more sandbox-style game.

I know its confusing because the main page still says there are 3 rulesets. I'll update the graphic and the info soon. The first priority was getting it out and making sure it doesn't crash. :)

I understand how busy RLF can get. I do not know why I haven't tried this prior to today. What I've seen so far this is a well developed and fun to play MOD.
Thanks for all of your "HARD" work!!!
 
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