Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

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?

That's not me :D... no movement problems that I've noticed.

Also, if I can avoid subscribing to mods via Steam, I do. I dislike Steam's ambiguous folder structure, and I really dislike having things in two places. Regardless, I do keep my eye on it, since some authors are exclusively here or there.
 
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.

One of the city states suzerain bonus is "gives you another copy of each strategic resource you own" , that would work the same regardless of MyOptions settings.

I've also noticed the colonization policy is a bit too situational, I think it might be better to make it give +1 culture in all cities and double production towards monuments to make it more balanced vs the urban planning policy
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v3.14.0 BETA

I'm rolling the version number up because of the fairly major change to Anti Cavalry units.

Changes in this release.

Changes to Anti-Cavalry
This change builds on the removal of the cavalry-slowing ability that Anti Cavalry had in previous releases.
  • Anti-Cavalry are now considered Ranged units. They have a Range of 1 (allowing them to attack the next hex over without taking damage back).
    • Their Ranged power is calculated by taking their Combat power and...

Read the rest of this update entry...
 
When I start a game with Quo as my only mod. My units have no action options and the turns never stop. (I have auto end turn turned off) When I have various other mods on, the turns will stop but my units have no options other than delete.

Civ VI Steam Current update all DLC on. QUO 3.14
 
When I start a game with Quo as my only mod. My units have no action options and the turns never stop. (I have auto end turn turned off) When I have various other mods on, the turns will stop but my units have no options other than delete.

Civ VI Steam Current update all DLC on. QUO 3.14

Is the My options confirmation screen showing any negative numbers by chance? Something very weird is happening due to the Summer patch and I'm still trying to figure out what's causing it. It works on my system but lots of pkayers are having this issue.

I'm going to try a Steam publish when I get home to try to fix it for as many players as possible.
 
When I start a game with Quo as my only mod. My units have no action options and the turns never stop. (I have auto end turn turned off) When I have various other mods on, the turns will stop but my units have no options other than delete.

Civ VI Steam Current update all DLC on. QUO 3.14

Not sure whether it will solve your problem, but check that you have no mods that alter the ActionPanel. Several AI mods included a fix for dynamic turns in MP that touch this file. It was updated by Firaxis in the Summer patch, and may cause issues if you're using an outdated, modified copy.

If you do, try deleting the mod copy of actionpanel.lua (or the associated xml). I know Artificially Intelligent includes the file, not sure about AI+.
 
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isau - I did not see any negative numbers, but I am not sure which is the confirmation screen. I have attached some screen prints, so you can see the settings. Let me know if there is a set up you'd like me to try for you.

Also the database log had this to "say":

[2645055.365] [Gameplay] ERROR: no such table: tblQuoDebug
[2645055.436] [Gameplay]: Validating Foreign Key Constraints...
[2645055.452] [Gameplay]: Passed Validation.


Thank you.
 

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Not sure whether it will solve your problem, but check that you have no mods that alter the ActionPanel. Several AI mods included a fix for dynamic turns in MP that touch this file. It was updated by Firaxis in the Summer patch, and may cause issues if you're using an outdated, modified copy.

If you do, try deleting the mod copy of actionpanel.lua (or the associated xml). I know Artificially Intelligent includes the file, not sure about AI+.


I could not recreate the Autoturn problem, but it did occur with only the one mod (Quo) loaded. I'll revisit it, if it revisits me. :)

Thanks.
 
isau - I did not see any negative numbers, but I am not sure which is the confirmation screen. I have attached some screen prints, so you can see the settings. Let me know if there is a set up you'd like me to try for you.

Also the database log had this to "say":

[2645055.365] [Gameplay] ERROR: no such table: tblQuoDebug
[2645055.436] [Gameplay]: Validating Foreign Key Constraints...
[2645055.452] [Gameplay]: Passed Validation.


Thank you.


It looks like you are using an older version of the mod than 3.14.0 based on the screenshots you shared. The text that is showing for you right now on the Advisor screen is outdated. Also, after the first two pop-ups, you should get a screen that looks something like this:

20170728220901_1.jpg




Try this:
  • Delete your current copy of the mod from the MOds folder and redownload from here
  • Be sure you are unsubscribed from the mod on Steam.
  • Go to your Steam folders and delete the mod from there if it is present. For me the path is C:\Program Files (x86)\Steam\steamapps\workshop\content\289070. Then within there there could be a copy of the mod, which will be labeled with a random string of numbers. Delete the folder containing the mod.
 
I could not recreate the Autoturn problem, but it did occur with only the one mod (Quo) loaded. I'll revisit it, if it revisits me. :)

Thanks.

Whoops... unit action UI functions are in UnitPanel, not ActionPanel... mistake on my part, so probably not relevant for you :D.

In my case though, the new turn blocker for city ranged attack wasn't working. This was due to an outdated copy of ActionPanel hiding in a disabled mod folder. Despite manually removing all references to the file in the modinfo, renaming the file, and clearing all sqlite files, the problem was bizarrely persistent. You'd expect disabled mods to not be referenced in the first place, but...
 
It looks like you are using an older version of the mod than 3.14.0 based on the screenshots you shared. The text that is showing for you right now on the Advisor screen is outdated. Also, after the first two pop-ups, you should get a screen that looks something like this:

View attachment 475113



Try this:
  • Delete your current copy of the mod from the MOds folder and redownload from here
  • Be sure you are unsubscribed from the mod on Steam.
  • Go to your Steam folders and delete the mod from there if it is present. For me the path is C:\Program Files (x86)\Steam\steamapps\workshop\content\289070. Then within there there could be a copy of the mod, which will be labeled with a random string of numbers. Delete the folder containing the mod.

So I am not going to lie. I did not remove the 3.14 I had previously downloaded and thought I was using. I did delete ALL the workshop mods which included an old copy of QUO. The weird thing is that I am not subscribed to it any more and the old version was DEFINITELY NOT selected. ( I know because it was in a screenprint I forgot to include.) So the game was still using the old, unsubscribed, unselected MOD.

After I deleted the subscribed mods I ran a new game without a hitch. Thank you for your help.
 
So I am not going to lie. I did not remove the 3.14 I had previously downloaded and thought I was using. I did delete ALL the workshop mods which included an old copy of QUO. The weird thing is that I am not subscribed to it any more and the old version was DEFINITELY NOT selected. ( I know because it was in a screenprint I forgot to include.) So the game was still using the old, unsubscribed, unselected MOD.

After I deleted the subscribed mods I ran a new game without a hitch. Thank you for your help.

Glad you figured it out.

I think what is happening is because the downloadable mod on CivFanatics and the Steam copy have the same unique ID, if you activate the CivFanatics beta test the game still grabs the Steam copy. To prevent this in the future I am going to change the unique mod ID of one of the versions (probably the CivFanatics copy) and technically label it as an entirely different mod. That way if you end up with both installed at once at least it will be obvious when you are in the game.
 
Hey i've been testing out the 3.1.4.0 Beta alone with no mods and it still just kicks me out as I try to join into a game, it just says "Loading Game," and then "Start Game."
 
Hey i've been testing out the 3.1.4.0 Beta alone with no mods and it still just kicks me out as I try to join into a game, it just says "Loading Game," and then "Start Game."
Try what he told me to do. Delete the workshop version of the mod. I had that problem earlier.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks CivFanatics Edition, v3.14.2 BETA

This update makes no changes to gameplay. What it does is change the unique ID of this mod so that it is no longer identical to the modID used by the Steam copy of the game.

This version of the mod going forward will be known as the "Quo's Combined Tweaks CivFanatics Edition." In the event you do end up with both the CivFanatics Edition and the Steam Edition installed at the same time, they should no longer conflict with each other (hopefully).

As has been the case in the past, Beta tests...

Read the rest of this update entry...
 
Be advised: There may be some bugs with anticav
Currently using in game with military doctrines, and sometimes there's no option to fire
 
Be advised: There may be some bugs with anticav
Currently using in game with military doctrines, and sometimes there's no option to fire

Can you please post a screenshot showing an example?



does not work for me sends me too start game I disabled all additional content except this one


Is this with version 3.14.2? Sorry, this is incredibly hard for me to debug. Firaxis changed something with the load order of files and its extremely hard to deduce how the mod is loading on people's various systems now. Can you please visit the Log files (see instructions in other posts) and post a Database.log read out?
 
does not work for me sends me too start game I disabled all additional content except this one
same here. Version 3.14.2, all mods disabled.
Which, btw is very frustrating as I believe this mod to be a HUGE improvement on the gameplay (and I sincerely thank you for that)
Log :
[2840165.376] [Localization]: Validating Foreign Key Constraints...
[2840165.398] [Localization]: Passed Validation.
[2840165.732] [Configuration]: Validating Foreign Key Constraints...
[2840165.732] [Configuration]: Passed Validation.
[2840177.361] [FullTextSearch]: Initializing FullTextSearch
[2840182.029] [Gameplay]: Validating Foreign Key Constraints...
[2840182.073] [Gameplay]: Passed Validation.
[2840184.054] [Configuration]: Validating Foreign Key Constraints...
[2840184.055] [Configuration]: Passed Validation.
[2840207.368] [FullTextSearch]: FTS - Creating Context
[2840210.544] [FullTextSearch]: FTS - Creating Context
[2840276.806] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2840276.806] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2840276.806] [Gameplay]: Validating Foreign Key Constraints...
[2840276.808] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "QUO_BUILDING_TEMPLO_MAYOR" does not exist in Buildings
[2840276.820] [Gameplay]: Failed Validation.
[2840276.861] [Gameplay]: Validating Foreign Key Constraints...
[2840276.877] [Gameplay]: Passed Validation.
[2840278.539] [FullTextSearch]: FTS - Creating Context
[2840278.700] [Configuration]: Validating Foreign Key Constraints...
[2840278.701] [Configuration]: Passed Validation.
 
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