Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v3.13.0 BETA

This release attempts some minor rebalancing in light of the Summer patch that was released earlier this week, and also adds some longer term features I had in planning for a while.

New Features:
  • Nubia now has a friendship bonus (+50% XP for Archery Units)
  • Better support for modded civs.
    • There is now a feature that will automatically detect civilizations without Friendship gifts and provide them with "Friends receive +1 Trade Route" (the same as Egypt).
    • If it is...

Read the rest of this update entry...
 
Hi Mydezhh, thanks for offering! Translation is something I'm still trying to decide how to approach. One player provided a Russian translation, which I have not implemented into the code yet. Part of the issue is that the mod is updated frequently. Because of that, translations are a bit difficult to keep up to date when numbers are adjusted. Also, the text files in this mod includes code that adds or removes text based on the MyOptions settings, which can make it a bit challenging for translators to navigate.

I'll be thinking about this issue and see if I can come up with a plan soon. Most likely what we will do is provide translations only for major updates.
Yes, because of the frequent update, I think I cannot translate all the version, but I deem I can finnish the main one. Now, I have translated the last verson before the summer update, so, could you highlight or mark the changes between the version 3.12.1 and the newest when the new version released?
 
You should probably consider Greece along with Norway and France on your next balance patch. You've made Pericles a dominant force in citystates already. With his new bonus envoy for each cultural district I imagine an expansionist Pericles could dominant nearly every citystate in a standard game.
 
Yes, because of the frequent update, I think I cannot translate all the version, but I deem I can finnish the main one. Now, I have translated the last verson before the summer update, so, could you highlight or mark the changes between the version 3.12.1 and the newest when the new version released?


What I'm looking into is whether I can use software to auto-highlight changes in each release. The issue is that even small changes can impact a large number of text files, and keeping it all in alignment as the mod grows larger is a challenge.
 
You should probably consider Greece along with Norway and France on your next balance patch. You've made Pericles a dominant force in citystates already. With his new bonus envoy for each cultural district I imagine an expansionist Pericles could dominant nearly every citystate in a standard game.

LOL yep. It's funny because the ability Firaxis added is the one I created a while back and specifically removed from the mod because players thought it was overpowered. :D I will probably just change his and Gorgo's diplo points per turn abilities to something else so they don't have all their cards stacked around a single concept.

Also FYI I think Firaxis went overboard on their change to the cost of Settlers (they doubled them). My guess is they went people to use the Colonization policy to halve Settler costs. This mod specifically changed the Colonization policy because I really disliked there being a "Settler spamming period" when you played that policy and just cranked out as many Settlers as possible in that window. Here is how I am approaching this, in a release that will come out soon:
  • Colonization policy remains as is (+1 culture/turn in cities without a Monument)
  • Each building built in a City Center reduces the cost of Settlers in that city by 10%. This list includes:
    • Palace
    • Monument
    • Granary
    • Water Mill
    • Sewers
    • Walls
    • Medieval Walls
    • Star Fort
  • This means the maximum bonus toward Settlers you could build up would be 80% in the Capital and 70% everywhere else. In most cities, the practical bonus is around 30-50%.
  • The list of buildings in the city center is auto-detected. I realize some players are using mods that add lots of buildings to the city center. I'm deciding whether to basically cap the bonus at 70% by dividing the bonus by the total number of possible buildings. Still thinking on it.
 
Sounds like a solid plan. I'll probably hold off on playing until you hammer this out and, hopefully firaxis hot fixes some of the major AI deal mistakes out of the game. Probably going to pair it with the artificially intelligence mod and see how the enemy units capitalize on improved buold orders combined with freer movement. Should be interesting.
 
LOL yep. It's funny because the ability Firaxis added is the one I created a while back and specifically removed from the mod because players thought it was overpowered. :D

That would be me. Oops.

Though, in my defense, it's not the free-envoy-with-every-acropolis itself that is overpowered, just in combination with some of your other tweaks (free envoy with every wonder, no district restrictions on wonder placement, and (least importantly) the increased envoy points for peace/war for Pericles/Gorgo).
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v3.13.1 BETA

This update implements some balance changes based on the Summer patch and some other general shifts based on conversations in this forum.

Changes to REX rules.
  • Cities now receive +10% hammers toward building Settlers for each building in their City Center. This includes any building added by mods. The Palace is also included as are Walls (which require a Stable or Barracks, but are constructed in the City Center).
    • This change is intended to offset the...

Read the rest of this update entry...
 
I've noticed the resource management policy is useless in this mod since you only need 1 resource to build units that require it

Yep. The policy is there since technically a player can use MyOptions to change the setting. Long term I may change what that policy does but it hasn't been a high priority yet.
 
hi I'm having major issues since the update I cant even get my game to work o I cant even unzip this mod again as it says I have no path to do so to my desktop
 
Hello again, i have a new problem.
Yesterday I played for few hours with your mod, eveyrthing is pretty cool. But right now when I try to load my save, the game crash back to the game menu, forces me to start a new game everytime.
 
Hello again, i have a new problem.
Yesterday I played for few hours with your mod, eveyrthing is pretty cool. But right now when I try to load my save, the game crash back to the game menu, forces me to start a new game everytime.

Can you please post the save game?
 
Hello.

Just getting acquainted with the mod as a whole, but it looks like the intended settler production bonus (+10% per city-center building) is actually applying to all unit production... presuming I'm not missing some other modifier.

edit: It's also applying it as a flat bonus, rather than a % (e.g. +10, +20...). Confirmed the source of this by disabling that section in the rules sql.
 
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Hello.

Just getting acquainted with the mod as a whole, but it looks like the intended settler production bonus (+10% per city-center building) is actually applying to all unit production... presuming I'm not missing some other modifier.

edit: It's also applying it as a flat bonus, rather than a % (e.g. +10, +20...). Confirmed the source of this by disabling that section in the rules sql.


Thanks for catching this. This is a bug on my end. I used an effect type that was Global (EFFECT_ADJUST_CITY_PRODUCTION_UNIT) when what should have been used is EFFECT_ADJUST_UNIT_PRODUCTION. Testing a fix now.


Hello.

Just getting acquainted with the mod as a whole, but it looks like the intended settler production bonus (+10% per city-center building) is actually applying to all unit production... presuming I'm not missing some other modifier.

edit: It's also applying it as a flat bonus, rather than a % (e.g. +10, +20...). Confirmed the source of this by disabling that section in the rules sql.


I think this has something to do with Load Order of the files. Do me a favor and start a new game, then paste a screenshot here of the third pop-up message that lists a read-out of the MyOptions settings. If the Rocketboots value is showing a negative number that's the likely culprit. Firaxis recently changed how load order works for mods, hence the sudden need to debug this aspect of the mod.
 
No negative values for any option. Tested the mod in isolation, with default values.

DB log is clean (except for the common localized text, pedia insertion errors)

CivilizationVI-2017-07-30-18-07-38.jpg
 
No negative values for any option. Tested the mod in isolation, with default values.

DB log is clean (except for the common localized text, pedia insertion errors)

View attachment 475027


Hmm. Those numbers should be good. I wonder if it's a bug with moving around the movement debuffs to Norway. You literally can't move units at all?
 
BTW one thing to triple check--make sure if you are subscribed through Steam that you unsubscribe from there and delete the mod from any Steam download folders. The issue with the inability to move definitely occurs with the Steam version, which has not yet been updated for the Summer patch.
 
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