Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

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

Quo Combined Tweaks v2.7.1

This is a mini update for balance that also includes one new feature for the American civ.


Changes to America
  • After building at least one Film Studio, your Builders are able to build any unique improvement available to other civs
  • This includes Colossal Heads, but not the unique improvements from DLC (at least, not at this time). This is to prevent crashes for people who do not have the DLC.
  • Technically, you still need whatever prereq tech or civic unlocks the...

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Great mod, I have dropped the Omnibus mod and have completely switched to this mod. Keep up the great work on this. Just one question, each time you push an update out, do you have to start a new game or can you continue your current game with the update?
 
Keep up the great work on this. Just one question, each time you push an update out, do you have to start a new game or can you continue your current game with the update?

Glad you enjoy it. :) You can risk continuing an existing game, but if you're in the middle of one I recommend holding off on updating until you're done with it. The game won't stop you from loading the mod if you do update without starting over, but there is a good possibility some things won't work properly. Any changes to units, for example, only effect newly built units, not any units previously built and saved in the save game.
 
How well does the MOAR Units mods go with this mod? Are there too many tweaks to existing unit strengths, placement in tech tree, etc., to make the two mods incoherent or no?
 
How well does the MOAR Units mods go with this mod? Are there too many tweaks to existing unit strengths, placement in tech tree, etc., to make the two mods incoherent or no?

I'm not too familier with MOAR Units, but I think its likely the two mods would work together. However, one of the complications anytime you combine two mods is the load order can sometimes result in one mod or the other taking precedence. Ideally, you'd want MOAR Units to load first and Quo's Combined Tweaks to load second.

Probably the worst that would happen if you ran the two mods together is some of the MOAR units may not get the +1 to movement that all units get in QCT. You could directly edit the units in the MOAR Units packages if you are finding they are not receiving the buff.

The only other major unit changes in this mod are fairly minor. Swordsmen have 40 Strength instead of 35, Musketmen don't require Nitre (to prevent the AI from getting stuck unable to upgrade units) and there are a few buffs to someme assorted civ unique units, but from what I've seen of the MOAR units they should work fairly nicely.

In the next few days I'll do some more testing of load orders and see if I can design a way for players to more seemlessly combine these mods.
 
Update on the MOAR Units mod. I have good news and bad news.

Bad News: The mod currently works with Quo's Combined Tweaks, but the load order of the mods puts the MOAR Units mod prior to Quo's, so the new units do not get the boosted Movement. Otherwise, they seem to work. If you want to, you can directly edit the units in the MOAR mod to add +1 movement to each of their bases (except for siege units) to match the buffs in Quo's these units miss out on.

Good News: I believe I have found a way to fix this. I need to do more testing to be sure it works properly, but by playing around with things under the hood may have a fix. I'll report back when I know for sure I can make it work.
 
do your tweaks to musketmen and swordmen also apply to their UUs?


Unique units don't require resources so that issue is thankfully largely dodged.

For Swordsmen, no. I did buff the Roman unique unit after someone pointed out that the Swordsman buff made them equally strong (Roman Legionares now have 43 strength and +10 versus Infantry units). But any units added by mods wouldn't be similarly buffed, since they presumably are already reasonably strong.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v2.7.2 - Compatibility Update

This update contains no changes to gameplay, but makes changes to the file structure to ensure this mod is compatible when combined with the MOAR Units mod, and other mods that add resources.

Issue: Civ 6 uses a different load order for mods at the Creation screen than when you Load a save. This creates instability in games when multiple mods are used.

To combat this, Quo's Combined Tweaks now specifically dictates a LoadOrder for its elements. The LoadOrder value is "10100."...

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

Quo Combined Tweaks v2.8

This update features some balance changes to Barbarians and new features for a few civs, as well as some general balance tweaks. It also features some behind the scenes changes to make the mod more compatible with mods that add units, such as the Moar Units series of mods.

Changes to Barbarians
  • Barbarian Scouts have been reduced to 2 move, making catching them much less of a pain

Changes to Norway

  • The Viking Longship no longer has tech prereqs...

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

Quo Combined Tweaks v2.8.1

This optional update is tiny on features but big on code in the backend. It adds nothing except a couple of pop-up screens when you first start the game with general info about the mod. It's getting its own separate release since it involves lua code and took as much time to create as some releases with dozens of features. :)

Anyway, hopefully no major bugs will emerge. If no major problems are found, I'll start using these pop-ups to explain new features as they emerge....

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I think you should definitely watch NQ Balance Mod.
Maybe choose interesting for yourself and add in mod.
I liked the idea:
1. Growth of occupied cities now set to 50% of normal rate rather than 0%.
2. 2% penalty to the empire science and culture for each city you own. So if you have 10 cities your empire will have -20% science and culture penalty.
3. Settler cost progression to 2x.
4. Cities that are captured have 25 Hit Points (was 50).
5. Scythia's UU heals 25 points after kill (was 50).

 
2% penalty to the empire science and culture for each city you own. So if you have 10 cities your empire will have -20% science and culture penalty.


How+About+No.jpg
 
I think you should definitely watch NQ Balance Mod.
Maybe choose interesting for yourself and add in mod.
I liked the idea:
1. Growth of occupied cities now set to 50% of normal rate rather than 0%.
2. 2% penalty to the empire science and culture for each city you own. So if you have 10 cities your empire will have -20% science and culture penalty.
3. Settler cost progression to 2x.
4. Cities that are captured have 25 Hit Points (was 50).
5. Scythia's UU heals 25 points after kill (was 50).



Thanks for the suggestions. :) Here are my current thoughts on each of these, although I'm willing to discuss any of them.

1. Lowering growth penalty in occupied cities - I don't see what harm it would do to make this change. The challenging thing about it is how to communicate clearly to players that this change was made. May not matter in the end. I was already strongly considering lowering how angry rival civs gets about you occupying one of their cities.

2. Sci/Culture penalty per city - This sounds similar to how things worked in Civ 5. For now I'm going to decline to make this change. The downside of it is that it makes founding new cities later in the game penalize you. It was partly why the optimal civilization in Civ 5 consisted of just 4 highly developed cities.

3. Increasing Settler cost progression - Altho I'm not sure, I'm afraid this would very negatively impact the AI's ability to settle cities. That said, I'm looking closely at the civic that reduces the cost of Settlers by 50%. IMO it creates a really frustrating bottleneck in the current game where to play optimally you go through this "settler spamming" period where you play the 50% Settler cost card and crank out Settlers as fast as possible. I am considering moving this card further back in the Policy tree to eliminate this bottleneck, which would, essentially, have the same effect as increasing Settler production cost. The main thing I'm unsure of right now is if the AI is playing the Settler policy card and whether moving it would impact its ability to expand.

4. Lowering city HP after capture. - Hmm. Can you explain the rationale for this change? The issue I can forsee is that when you have a bunch of rival units from two different nations near a city when it falls, the City can end up going into a kind of capture-ping-pong because it's easy to capture a city low on HP with just a few units.

5. Lowering heal amount for Scythia kills - As you may have noticed, I haven't changed Scythia's bonuses yet, in part because I am not sure where to start. I agree that the healing on top of the extra units is a bit much. Do you feel Scythia is currently overpowered as is? If I take something away from Tomyris I'd like to give something back that is somewhat balanced, like I did with Sumeria. Maybe lowering the heals but improving the Kurgan?
 
the problem with scythia's heal after combat is not so much with military units, it's that it's completely overpowered for religious units since it also applies to religious combat
 
the problem with scythia's heal after combat is not so much with military units, it's that it's completely overpowered for religious units since it also applies to religious combat

Haha. Ok. That may be something I can fix or not. That definitely doesn't fit with Scythia's "theme" so if I can fix it I will.
 
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