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Quo's Combined Tweaks v7.0.19 BETA

Combines various tweaks from the "Quo's" series into one package.

  1. heinous_hat

    heinous_hat Prince

    Joined:
    Sep 28, 2010
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    Location:
    under the weather
    @VCrakeV

    If you ignore the moniker "ranged attack" and only consider the abstract effect, single range spearmen aren't really silly. They're getting in a preemptive attack (under optimal circumstances) and they take no damage on offense. I think this is a plausible way to represent the advantage of employing a "reach weapon" in a combat system that has major scale issues.

    What I find implausible is that ranged class units are able to harm naval class units in any substantial way (prior to modern weaponry). That's a separate matter, and including spears in ranged class doesn't really make it any worse... just more obvious. Ideally, only naval class should be attacking naval class in earlier eras. Siege class is arguable.

    Just my 2 cents :)
     
    gunnergoz likes this.
  2. isau

    isau Deity

    Joined:
    Jan 15, 2007
    Messages:
    3,071

    Technically the bonus is toggable under MyOptions under the category of "Use Hardcore Rules." Turning off Hardcore rules will do two things:
    • Use Vanilla rules for free Population from Science and Culture (1 Population = 0.7 Science and 0.3 Culture).
    • Give the AI a rising bonus base on how many districts it builds. It gets 1 free sci/cult per district at the start, then gets an additional 2 per at Renaissance, rising to 4 per at Modern.
    Prior to the Summer patch, this was enough to keep the AI fairly competitive. The bonus was added because AIs are not smart enough to adapt to the no free population rule, so falling behind.

    The reason this is all rolled into a single option instead of multiple options at the current time is that its actually at least 5 different values. I didn't want to overwhelm people with options, hence the singular "Hardcore" option on or off.

    Also yes, I'm open to feedback on any aspect of the mod.



    The partial idea behind this mod is that battles cover more territory than the base game. I find the Vanilla tactics too squashed down in scale, which is why some of the earliest features of this mod were the rocketboots an changes to siege units. It does mean players who prefer a more realistic approach have to contend with arrows shot from one side of London hitting Paris. But that is due to the scaling.

    I still feel like the naval game is severely lacking, and for that reason I'm fine for now with land units striking naval units. It's very possible for me to create code that gives naval units widespread protection against basic Ranged units if there's a strong base of support for that, but it's not something I feel very strongly about. What I've been contemplating is adding some kind of "naval blockade" that affects a city in some way if an enemy ship is even merely inside its borders. I think it's doable with the rulesets we have now. If I do this, then I think the role of coastal cities themselves needs to be further explored.
     
  3. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    Seyda Neen, Vvardenfell
    I think the ice removing code can probably be disabled now since fireaxis addressed circumnavigation in an official patch
     
  4. isau

    isau Deity

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    Jan 15, 2007
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    Good point. I'll consider it. When that feature was originally put in this mod the ice was a real problem. I haven't looked at more recent maps to see if it's gotten better. Adding it back in could let me think of a few abilities, wonders, or policies tied specifically to Ice, altho I'd have to think about what those would be.
     
  5. Smity2k1

    Smity2k1 Warlord

    Joined:
    Jan 10, 2015
    Messages:
    293
    I found Firaxis's ice fix to be pretty good. Sometimes it does create a weird long straight stretch of snow 1 tile wide, but not bad.

    I will say that the no ice generation means there is usually more land, so a map feels bigger than the default generation. I used to add +1 AI at each map size to make up for the additional space.
     
  6. isau

    isau Deity

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

    Quo's Combined Tweaks v3.14.6 BETA

    Read the rest of this update entry...
     
    [to_xp]Gekko likes this.
  7. isau

    isau Deity

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    So, my attempt to add the Palace as a valid prereq apparently broke Walls in cities other than the Capital. I'll patch tomorrow. Sorry about that.
     
  8. Torvald

    Torvald Prince

    Joined:
    Oct 4, 2010
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    San Antonio, TX, USA
    Hello,
    Am currently using your Mod version 3.14.6 Beta from earlier this month, and having fun with it. Noticed that this most recent Mod version is using the same v3.14.6 Beta identifier, which could cause some confusion. Could you possibly use a different Mod version number when you next update the Mod? Thanks!
     
  9. isau

    isau Deity

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    3,071
  10. isau

    isau Deity

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

    Quo's Combined Tweaks v3.14.9 BETA

    Read the rest of this update entry...
     
    [to_xp]Gekko likes this.
  11. Zuntrix

    Zuntrix Chieftain

    Joined:
    Nov 4, 2016
    Messages:
    35
    How would i go about removing the gaining vision of every other civ as Cathrine? It says in the change log "Updated the mechanism that trigger's Catherine de Medici discovery of other civilizations when they research Astrology." But i can't find the mechanism. i have gone through every file that include the words France, Astrology, Cathrine de medichi and visibility :(
    I also tried deleting all her improvements in her the Quo_Civ_Code file. But that only inlcudes the chateu and cheaper spies.
     
    Last edited: Aug 22, 2017
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    that's in Scripts/Quo_GameLaunch.lua
     
  13. Zuntrix

    Zuntrix Chieftain

    Joined:
    Nov 4, 2016
    Messages:
    35
    Thanks for the info Gekko :) I think i have fixed it now. I found that Meeting all the civilizations so early in the game on huge maps took out all the fun of exploring the world, so that is why i wanted to remove it :)
     
    [to_xp]Gekko likes this.
  14. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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  15. Zuntrix

    Zuntrix Chieftain

    Joined:
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    Would it work with this mod? :) It seems like a great idea!
     
  16. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    yes they are compatible
     
  17. isau

    isau Deity

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    I can move Reconquest War if that's what you guys want. I actually have code written to move it typed out, but commented out at the moment. It's fairly simple to move them (one line of code). As long as no one objects I'll move them next chance I get.

    I'm less sure about moving the Suite. TBH with all the changes Firaxis has made I'm no longer even sure the Suite really fits the game anymore. I've been thinking of just removing it. But if people like it I can keep it and push it forward. I admit in my recent games I've struggled to find reasons to build entertainment districts.
     
  18. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    I like the suite, it provides a bit more utility to the entertainment complex and choosing between it and the zoo is an interesting decision to make. I'd change the entertainment complex buildings to give 1 regional amenity for arena, 2 for zoo and 3 for stadium so they scale better.


    Another pet peeve I have is I think the nerf to aztec builder charges makes them annoying to play, so I removed it and changed the templo mayor to be 400 hammers, built in the holy site, no food loss and unlocked at theology so it comes just a bit later than the entertainment complex and tlachtli. I think this is fine since they essentially lose their district rush ability due to everyone else also gaining it, plus I blocked them from getting the ambassador suite ( renamed to chancery ) by making it mutually exclusive with the tlachtli as well as the zoo.
     
    Last edited: Aug 23, 2017
  19. Eretas

    Eretas Chieftain

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    First this is a 5 stars mod! For now, i love it!!!
    I saw a minor bug. On the tech tree, when you mouse over the star in writing, the builder action, whatever it is is missing.
    writing civ bug.jpg
     
    Last edited: Aug 24, 2017
  20. isau

    isau Deity

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    Thanks for the feedback guys. I'm back with another balance question.

    I'm still looking at the final 3 governments and their advantages. Here's a screenshot of the current values:

    upload_2017-8-23_23-47-46.png

    My gut feeling is that Democracy is in a good place and as "gonzo" as I intended it to be. Combined with the ability to rush Districts with Builders in particular, you can really irritate rival civs, and they can irritate back.

    The other 2 I'm less sure of. Extra range in Fascism is mainly applicable to units that are more or less Defensive units anyway. So in a way they kind of feel to me like they're doing similar things.

    My proposal is to roll the extra range and the and urban defenses together into Communism. Then put something in Fascism that is very offensive and makes you worry about Fascism players coming at you.

    I'm thinking the main frustration in the late game is troop movement. So perhaps Fascism could help with that. +2 Moves for Siege units for example could be a possibility, if people don't think it's too overpowered.


    ~~~~~~~~~~~~~~


    One more thing. I find I get very bored with the game in around the Industrial period. Like not enough is going on and other than new units, and that lasts a very long time until the period with new governments. I'm trying to think of ways to make this leg of the game less dull. I have nothing solid yet. Needless to say though I am looking at some "slow trickle" systems and seeing whether they can be made more "bursty." The missing United Nations mechanics, I think, contribute to the sense of malaise. Unfortunately I'm not in a position to add that in. I feel this set of eras needs something that feels very different from previous eras, but havent settled on what yet. I'll keep thinking about it and see what I can do.
     

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