Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Thanks for reporting the crash issue. I think it should be fixed as of the patch I just posted. Let me know if it doesn't work.

Also, FYI if you encounter issues with this mod, sometimes you can sometimes diagnose it if you have a SQL tool hooked to the debug database and feel comfortable running queries (I have a tutorial on that in the tutorials section of the forum). It's particularly useful when combining this mod with other mods to see exactly where conflicts might be occuring (or where I made a dumb error like with the previous release of this mod which was crashing without certain DLC).

Quo's Combined Tweaks contains an internal debug tracking system you can access with a query:

Code:
SELECT * FROM tblQuoDebug


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If the value x_Close is 0 for any file, it means that file did not complete its execution. (I admit the Message column isn't super useful except to me as the main developer, but basically it shows the last updated section of code that was passed through, sometimes useful for telling you how far down the code file the engine got.) This list by the way also tells you the load order of the SQL files used by this mod. It's how I am able to stay sane as the mod gets bigger and bigger.
 
Also, as a feature request, would it be possible to make the Dark Age threshold change to a percentage of the value specified for a Golden Age? E.g., I specified a Golden Age value in the MyOptions.sql of 42, however the Dark Age threshold remains the default value of 0-11, instead of scaling. So for example, by default the values are 0-11, 12-23, and 24+. When I change the Golden Age value to 42, the Dark Age and Normal Age thresholds remain 0-11 and 12-(Golden Age -1).


Sorry, just working my way to this reply.

I thought about adding this to the MyOption system as well, because its similar to increasing the Era Score. I didn't add it mainly to avoid overwhelming players with options.

You can do this using the MyScratchpad file and insert code similar to the code below:


Code:
UPDATE GlobalParameters SET Value=24 WHERE Name="DARK_AGE_SCORE_BASE_THRESHOLD" ;


The base Dark Age score is 12, so the code above would double it.

The main reason I didn't include this option BTW is I was concerned about AIs getting stuck in permanent Dark Ages.
 
Hi, my game crashes everytime I try to load the mod; the loading screen takes a long time and then tells me that I have some sort of problem with my video card after.

What should I do?
 
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Hi, my game crashes everytime I try to load the mod; the loading screen takes a long time and then tells me that I have some sort of problem with my video card after.

What should I do?


CITY_FOUNDED_BY_SETTLER_REQUIREMENT is a requirement added by Firaxis in the March 2018 patch. Have you fully installed all patch content?
 
Hi Isau,I love your mod, thanks for the great work, it gives the game so much more flavor! However, when I tried to play with my friends in multiplayer we just couldn't get it work. First the latest version won't start at all and always goes to the start menu. Then we switched to an older version -6.04(we chose this one as it is fully translated into Chinese by some guys from 3DM), then it just crashes in many ways. I crash with Cree every time I try to move my recon units. I also crash with Britain every time I receive a marine general.

It would be great if you can recommend me a stable version for me and my pals, as we all prefer a lot to play with your mod than the original game. It is actually to the point that if we can't play with your mod we don't want to play with Civ6 at all...
 
Hi Isau,I love your mod, thanks for the great work, it gives the game so much more flavor! However, when I tried to play with my friends in multiplayer we just couldn't get it work. First the latest version won't start at all and always goes to the start menu. Then we switched to an older version -6.04(we chose this one as it is fully translated into Chinese by some guys from 3DM), then it just crashes in many ways. I crash with Cree every time I try to move my recon units. I also crash with Britain every time I receive a marine general.

It would be great if you can recommend me a stable version for me and my pals, as we all prefer a lot to play with your mod than the original game. It is actually to the point that if we can't play with your mod we don't want to play with Civ6 at all...


My mod has been translated into Chinese? Well that's news to me. LOL. That's kind of cool. :)

Unfortunately because I am a lone coder with a budget of $0 I don't do any testing in multiplayer. Also, I'm not sure what changes a mod translated to Chinese might be making that could cause issues. Are there other players who use this mod in multiplayer who can give Lloydgg some tips based on your multiplayer experiences?
 
I have two other mods of yours, rocketboots and the one that gives scouts an immediate promotion. Are both of these included in Tweaks?
 
I'm trying to create a game with your mod as THE only mod and it just goes back to the main menu. I do have R&F and I have the patch that came right after (I think it was the hotfix one?) But I don't have the March one since it's not ready for macs yet. Do I need an earlier version?
 
I'm trying to create a game with your mod as THE only mod and it just goes back to the main menu. I do have R&F and I have the patch that came right after (I think it was the hotfix one?) But I don't have the March one since it's not ready for macs yet. Do I need an earlier version?


Hmm unfortunately I can't test on a Mac to see. I think probably one of the version 5 versions will work, but I can't say for sure since I have no way to test. All of the v6 is still Alpha builds.
 
I have two other mods of yours, rocketboots and the one that gives scouts an immediate promotion. Are both of these included in Tweaks?

Yes both of those mods were rolled into the Combined Tweaks mod. If you decide to use the Combined Tweaks mod, you should disable the other two.
 
My mod has been translated into Chinese? Well that's news to me. LOL. That's kind of cool. :)

Unfortunately because I am a lone coder with a budget of $0 I don't do any testing in multiplayer. Also, I'm not sure what changes a mod translated to Chinese might be making that could cause issues. Are there other players who use this mod in multiplayer who can give Lloydgg some tips based on your multiplayer experiences?

After 5 hours of testing I find that all the problems are caused by either file incompleteness, version incompatibility, or too high graphic settings(all not mod itself related). Not sure which though, just really glad that everything is working fine now.

About the Chinese version, it's great to hear that you don't mind that they did it without asking you. Anyways, it is the top recommended mod in the biggest Chinese gaming forum now, you should be proud :D They used your original mod name and had a link of your OP in the description. You can see it in the link below:
http://dl.3dmgame.com/201803/122604.html
 
After 5 hours of testing I find that all the problems are caused by either file incompleteness, version incompatibility, or too high graphic settings(all not mod itself related). Not sure which though, just really glad that everything is working fine now.

About the Chinese version, it's great to hear that you don't mind that they did it without asking you. Anyways, it is the top recommended mod in the biggest Chinese gaming forum now, you should be proud :D They used your original mod name and had a link of your OP in the description. You can see it in the link below:
http://dl.3dmgame.com/201803/122604.html


Very interesting. I can't read Chinese but that site might do a better job of explaining the mod changes than I do. :D

Is the MyOptions file also translated? That could possibly be the source of errors if the special characters work differently in Chinese.

One way you can always check file integrity with this mod is to load up a SQL tool and run a query against the GameplayDebug database:

SELECT * FROM tblQuoDebug


If any of the listed files there have an x_Close value of 0 rather than 1 it means a file failed.
 
Ok I just thought about something that is probably important for Multiplayers. Make sure everyone has the same copy of the MyOptions.sql and MyScratchpad.sql. If there are differences in those files I don't know what might happen. Ideally, if you're doing edits at all in those files, one player should do it, zip the mod, and send it to all other players to be 100% sure everyone's using the same data. I don't know what would happen if you don't do this, but it definitely could be a potential source of crashes.
 
hey, did you recently change anything regarding the city state tokens? I turned the city state token bit on in the options (1 token when you meet them if you're the first), yet in my MP game it didn't seem to actually work. checked to see who was influencing them and found no players, so it wasn't that someone else found it first.

will be doing another test some time soon for the sake of repeatability
 
hey, did you recently change anything regarding the city state tokens? I turned the city state token bit on in the options (1 token when you meet them if you're the first), yet in my MP game it didn't seem to actually work. checked to see who was influencing them and found no players, so it wasn't that someone else found it first.

will be doing another test some time soon for the sake of repeatability


I didn't change anything but R&F may have accidentally broken it. I can look at it.

In other news, while glancing at what might cause an issue there I found a rogue line of code I thought was eliminated ages ago that is causing Settlers to be more expensive than intended. I was wondering what was happening with that. Basically the mod is halving their cost (as intended) and then multiplying that by 3 (which is not intended) in an old piece of the REX code that is largely commented out. I thought Settlers seemed too expensive... :D
 
did a quick test for repeatability. launched a game with 10 cs, 1 enemy, used reveal all, got 10 tokens (1 per cs).

not sure why it failed before, maybe mongolia (my neighbor who I quickly ate) found them first, which explains why no one showed up in the list, though I could've sworn my ally's continent also had the same issue with 0 dead players. anyway, it failed the repeatability test, so there must've been some kind of mistake on my end. sorry.

good to hear that you looking into it found a different bug though lol
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.9 ALPHA

Quo's Combined Tweaks takes a darker turn in this alpha push. Welcome to hell. :)

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Background
Up to this point, the design philosophy of Quo's Combined Tweaks has been to keep players and AIs on more or less even footing. However, due to a variety of complexities, this may still not offer enough challenge for some experienced players. For players seeking an even tougher level of difficulty I'm proud to introduce...

Read the rest of this update entry...
 
Sooo... FYI on playtesting the latest version, Settlers might now be too cheap. They do increase in cost with each one built at least, so its not totally game breaking, but I think I need another look at their production cost. The cost of Settlers was originally edited, if you'll recall, to eliminate the Colonization policy card, which I personally dislike because that card creates a period in the game where you just spam Settlers. I think I need to settle on a Settler cost lower than it was but higher than it currently is.
 
Sooo... FYI on playtesting the latest version, Settlers might now be too cheap. They do increase in cost with each one built at least, so its not totally game breaking, but I think I need another look at their production cost. The cost of Settlers was originally edited, if you'll recall, to eliminate the Colonization policy card, which I personally dislike because that card creates a period in the game where you just spam Settlers. I think I need to settle on a Settler cost lower than it was but higher than it currently is.

I've been using 0.75 cost multiplier instead of 0.5 for a while, I think it works fine this way
 
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