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 v6.0.12 ALPHA

This release features some updates to Biomes and a few bug fixes and balance changes.

Changes to Biomes
  • Asian Expanse
    • Now provides +0.4 Food per citizen in cities with a governor with at least 3 Promotions
    • Lowered XP bonus for Siege units to +50% (down from +100%)
  • Hellenic
    • Corrected text on character select screen to say "+3 points towards a Great Writer per kill"
    • Fixed bug that allowed the GP points to continue after the Renaissance...

Read the rest of this update entry...
 
I don't think the New World civs can settle if they somehow get ahold of a Settler. The setting uses the same mechanics as the Dark Age policy card. You can however invade rival cities (in fact it is probably a good idea to be aggressive in general, mimicking the real life history of those civs and their arrivals).

Just started a game to check out the New World biome. I did get a settler from a goody hut and was able to found a second city, all within the first ten turns.

Also, I think the Arabesque biome is a little harsh not being able to build oil based units at all. A suggestion would be that they could buy these units with gold, but only if allied to a player who can build them.
 
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Just started a game to check out the New World biome. I did get a settler from a goody hut and was able to found a second city, all within the first ten turns.

Also, I think the Arabesque biome is a little harsh not being able to build oil based units at all. A suggestion would be that they could buy these units with gold, but only if allied to a player who can build them.


Interesting. I didn't actually know Settlers were a possibility from Goody Huts. I'm not going to change anything to address that, just consider it a lucky roll. The mechanics used for the anti-Settler are the same as the Dark Age policy card, so if it works with that card, it will work with New World civs.

I'll think about Arabesque. I think the +1 Gold from river tiles in cities with 8+ population is very strong, so it needs a strong counter. Other than modded units, there are only two Oil units in the game that require Oil (Tanks and Aircraft Carriers), but it is kind of a big deal I guess for civs like Arabia whose unique unit would upgrade to Tanks, but doesn't.
 
Good Goodie Huts makes them much more abundant and makes them give better results. Settlers being one option (of the rare type). I also play with this. :)
 
Good Goodie Huts makes them much more abundant and makes them give better results. Settlers being one option (of the rare type). I also play with this. :)

Oh, I see, it's a mod thing. Unfortunately I don't really have a way to stop other mods from creating these kinds of gameplay intent conflicts. The Modifier can stop you from building settlers but not getting them from other sources. Same thing if you turn the ability to steal settlers back on.
 
Also--FYI guys, there's a bug with Western Europe providing the level up to all units that can benefit from a Barracks, as opposed to just Infantry. In the next release, this ability will be changed to "All Infantry units from the Classical period or later." (I would prefer it start in the Medieval era rather than Classical, but there is some difficulty with doing that.)
 
Also--FYI guys, there's a bug with Western Europe providing the level up to all units that can benefit from a Barracks, as opposed to just Infantry. In the next release, this ability will be changed to "All Infantry units from the Classical period or later." (I would prefer it start in the Medieval era rather than Classical, but there is some difficulty with doing that.)

Yes. It is really OP right now. You can easily overpower nearby civs in the early game as it is. Too bad about the huts. I can edit the config file to make it less likely to get a settler, though. Some games I get none, as it is, and other times I get them one after another.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.13 ALPHA

I didn't get quite as many tweaks into place as I'd hoped, but I need to post because I'll be unavailable for a few days. Here's a change summary:


Changes/Fixes to Biomes:

  • New Biome: Soviet Bloc
    • This Biome was invented because Boreal Europe doesn't really work for Poland
    • Effects: Anti-Cavalry disregard zone of control and can move after attacking. However, you may not build Support units.
    • Two civs have this Biome: Poland and Russia (Russia is the only civ...

Read the rest of this update entry...
 
Having some trouble, trying to nail down whether it is a mod conflict or an actual bug with Quo's.

I can not form alliances. It is not even an option in diplomacy. I suspect this is a CQUI problem, but wanted to see if anyone not using CQUI has experienced this.


EDIT: Nevermind. Apparently everyone else was just lagging way behind on culture and didn't have the proper civic yet.
 
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I'm new to this mod and enjoying it immensely - BUT -

Playing Shaka, I have built Ikanda districts (his unique version of encampment) but I can't build walls or bedrock and my cities are defenseless. I seem to remember in my last game encampments were not like this. Is this by design or a defect?
 
I'm new to this mod and enjoying it immensely - BUT -

Playing Shaka, I have built Ikanda districts (his unique version of encampment) but I can't build walls or bedrock and my cities are defenseless. I seem to remember in my last game encampments were not like this. Is this by design or a defect?

I'm having the same problem, but with Anglo-Saxons. I edited MyOptions so that bedrock is off, but still had the issue. I deleted the mod and reinstalled a fresh copy. I'll see if that fixes it.
 
deleting the folder and reinstalling did the trick. It fixed that issue as well as one with the Spearman still having a ranged attack. I change that value since there are some anti-cav units that do have that feature and it makes them less special if everyone has it.
 
I'm new to this mod and enjoying it immensely - BUT -

Playing Shaka, I have built Ikanda districts (his unique version of encampment) but I can't build walls or bedrock and my cities are defenseless. I seem to remember in my last game encampments were not like this. Is this by design or a defect?


Thanks for pointing this out. This an oversight. I'll have to manually add the Ikanda as a trigger for the bedrock. At the time I was writing the bedrock code, Shaka and his unique district didn't exist. I'll try to roll a fix into the next update.
 
Heads up, I think I broke the combat bonus for the Asian Pacific civs. You're supposed to get +1 combat from each Harbor with at least +3 adjacencies but some part of it doesn't seem to be working. This is a difficult feature to test so it will take me some time to iron out a fix. I'm also increasingly wondering if the bonus is too good on large maps and not good enough on small maps. I need to think about it a bit. I like the concept but I'm unsure about the balance point.

Also, if you have any observations on how the AI is handling the Biomes that is also worth sharing. I've played a few games and it seems okay-ish so far. Obviously the AI doesn't understand every game concept and will flub a lot of the bonuses, which is to be expected, just want to be wary of any cases where it is running into complete brick walls.
 
At one point you mentioned that this mod works best on a small map with low sea and 2 extra AI. I had been playing on king with this setup (with new world) but since this biomes update I find that even with a good map the AI spawn settlers and units at a much faster pace. Did something else change?
I've found that since the biomes its much harder to beat the AI.
 
At one point you mentioned that this mod works best on a small map with low sea and 2 extra AI. I had been playing on king with this setup (with new world) but since this biomes update I find that even with a good map the AI spawn settlers and units at a much faster pace. Did something else change?
I've found that since the biomes its much harder to beat the AI.


Yes, when I play I do play on a Small Continents map, Sea level low, and add two civilizations. I find it to be a very good and balanced set up that leads to lots of variation in gameplay, especially with all the new Biomes stuff.

I did change the cost of Settlers a while back because for a while it was set way too high (x3) and then way too low (50% discount). Right now it the cost should be equal to the base game. You can edit Settler costs in the scratch pad if you think they are too high or low.

Subsaharan Africa and New World civs have a big impact on early gameplay in particular. Also, limiting the units AI can build sometimes makes them much better, as I suspect the case of limiting naval units does.
 
This is intentional, somewhat. The pop-ups created by this mod are hijacked from the Tutorial system. The mod resets the Tutorial level to be sure the pop-ups display. For all the things that are easy to mod in Civilization 6, adding a pop-up to the screen is one of the surprisingly difficult ones to do smoothly. :) At least while remaining compatible with GUI mods like CQUI.

I'll look into whether there's a way to to stop that from happening. It's a tricky thing to do with Lua. In the meantime tho, I did add for the next release some code to stop the popup window from showing after Turn 1, so you will no longer have to click through it after reloading a save, or reset your tutorial level after the first turn.

this mod is excellent but...

I'd like to switch all popups off so whenever I hit restart to regenerate the game they no longer show. Is this possible somwhere in the options of this mod?
 
I'd like to switch all popups off so whenever I hit restart to regenerate the game they no longer show. Is this possible somewhere in the options of this mod?

I actually recently asked him this exact question in a PM... here's the response.

Spoiler Removing Beginning of Game Pop-Ups :
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