Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Tried to use your beta 3.03 version today but when using this version my "choose production panel" won't open at all and I'm unable to produce anything, reverting back to 3.01 fixed all issues.

Other mods:

CQUI (Latest Nightly)
AI+
AIQuick
Turn Chine

Game Cache verified before trying as well, only adding WASD for camera movement back afterwards.
 
Tried to use your beta 3.03 version today but when using this version my "choose production panel" won't open at all and I'm unable to produce anything, reverting back to 3.01 fixed all issues.

Other mods:

CQUI (Latest Nightly)
AI+
AIQuick
Turn Chine

Game Cache verified before trying as well, only adding WASD for camera movement back afterwards.


Thanks for the bug report. It's probably some kind of clash with CQUI. I'll see if I can debug it.


In addition I have found a few bugs of my own with 3.03:
  • Units are getting +2 movement instead of +1 because the Rocketboots bonus is accidentally applied twice (fixed on my end but not yet published).
  • Some conditions allow the borders bonus to increase every turn. Trying to find a fix for it.
 
Actually OniHouse can you do me a favor and try running 3.03 with the "Turn Chime" turned off? The developer of that mod has indicated that it has been discontinued. S/he lists a way to update the game to add the chime without using the mod. I downloaded the mod and looked through it and there is some possibility that is where the conflict lies. If it still freezes, that's good to know--means the freeze is almost definitely coming from CQUI. Thanks!
 
Actually OniHouse can you do me a favor and try running 3.03 with the "Turn Chime" turned off? The developer of that mod has indicated that it has been discontinued. S/he lists a way to update the game to add the chime without using the mod. I downloaded the mod and looked through it and there is some possibility that is where the conflict lies. If it still freezes, that's good to know--means the freeze is almost definitely coming from CQUI. Thanks!

Hey, ran it without that mod and still got:

f82e31c3cbc63e378a064152882e215d.jpg

https://gyazo.com/f82e31c3cbc63e378a064152882e215d

Works fine without CQUI though so probably clashes with that, as you said.
 
Thanks OniHouse. It turns out my copy of CQUI was older. I have downloaded the most recent version and can confirm the bug with the Production panel. I have no ETA yet on a fix because I am not sure what is causing the issue. Hopefully it's a very simple naming convention clash.

There are also rumors of a new patch for the game arriving in the next few days, so depending on how that turns out I will be waiting to make some updates. In the meantime, I recommend sticking to v3.01 (the version still available from the main link) except for bug testing.
 
Did some more testing with CQUI and found that there is an issue between CQUI and any mod that includes Lua GameplayScripts. I don't know if this is a surmountable issue for the developers of CQUI. However, it means for this mod that I am backing away from adding options to the game for now and sticking strictly to what can be accomplished with SQL to avoid any possible conflicts. I will be working on some other way to make removing unwanted features a bit easier, most likely by partitioning code into more individual snippets and simply allowing you to comment out what you don't want.

In somewhat related news, I will be making a small change to the Encampment soon to ensure it has a prereq of some kind. This is to squelch a screamer I noticed in CQUI that is triggered by districts without prereqs. While I could ask that they look into this, since all districts in the core game have a prereq of some kind and most other mods are coded on that assumption, its probably safest to follow the same rule. I am not yet sure what approach I will be taking to patching this. The Encampment will still be available earlier than all other districts. It is possible I may introduce a free or very cheap Civic that unlocks it in the first couple of turns.
 
Does the new aztec-poland bonuses also have bonuses for those civs if you play them? or they just have the friend's bonus?
 
Does the new aztec-poland bonuses also have bonuses for those civs if you play them? or they just have the friend's bonus?


As of v3.03, the Aztecs and Poland both only have their as-design-by-Firaxis bonuses, other than the friendship bonus they provide when you friend them. I was working on a change to the Aztecs for v3.05, but now that Firaxis has announced that mod tools are coming, I have put that release on hold. I'm waiting to see how the mod tools work and whether the mod needs updates to make it compatible with the Australia patch. Once that dust settles, I may go back to looking at the Aztecs.

Overall though, my feeling is that both Poland and the Aztecs (along with Scythia) were already very strong civs in need of few buffs. Both of the DLC civs have sort of lackluster buildings, which may be where I direct my attention. But in the case of the Aztecs, my vision is a little broader. If I get around to tweaking them, expect a fairly drastic gameplay change along the lines of this mod's versions of Russia or Arabia, where the civ gives something standard up in order to get ahold of something extra.
 
FYI with the new patch this evening I've had time to do some minimal testing to see how version 3.01 is faring. There are some busted mechanics due to changes that I will have to try to address.

Good news: no major database issues.

Bad news: when Firaxis nerfed trade routes they appear to have hard coded it in the DLL and broke the modifier MODIFIER_PLAYER_DISTRICTS_ADJUST_TRADE_ROUTE_CAPACITY which QCT's Arabia and Russia rely on for their special mechanics. So in all likelilhood this means I am going to have to redesign those bonuses.

Please report any additional issues you encounter.
 
Oops, update on my update. This mod is currently totally broken with the new patch. There are some database changes Firaxis made to table structures that will cause portions of the mod to fail. Working on updating soon.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.05 (now on Steam)

Quo's Combined Tweaks has made the move to the Steam workshop! Version 3.05 is now available.

Updates:

- Mod is now available on Steam Workshop

- Mod is now compatible with the Civ 6 Australian Summer patch

- Bug fixes:
- Japan's Great General generation bonus no longer applies to civs other than Japan
- Chateaus earned by the Americans (through the film studio) or through friendship with Catherine now properly culture bomb


- Known issues:
- Australia's leader does not yet have a...

Read the rest of this update entry...
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.05

I've gone ahead and uploaded a zipped version of 3.05 for people who prefer to download the mod directly versus using the Steam workshop. Ideally I'd prefer to work with just the workshop in order to maintain workflow. However, there isn't any smooth way to transition, and version 3.01 which was posted simply does not work with the new patch. So for now I am posting to both locations.

Read the rest of this update entry...
 
Thanks OniHouse. It turns out my copy of CQUI was older. I have downloaded the most recent version and can confirm the bug with the Production panel. I have no ETA yet on a fix because I am not sure what is causing the issue. Hopefully it's a very simple naming convention clash.

There are also rumors of a new patch for the game arriving in the next few days, so depending on how that turns out I will be waiting to make some updates. In the meantime, I recommend sticking to v3.01 (the version still available from the main link) except for bug testing.

No problem and looks like you were right about the patch, nice work updating so quickly for it as well.
 
In the steam workshop link it only says you have changes for the initial civs, what about aztec, poland and australia?
 
In the steam workshop link it only says you have changes for the initial civs, what about aztec, poland and australia?


Poland and the Aztecs both have friendship bonuses (encampments perform culture bombs, and +4 combat for all units, respectively). They do not have any changes to gameplay at this time.

Australia does not have any changes at all in the published mod--Australia had existed for about 8 hours at the time I pushed the mod out to fix crashes related to the Australia patch. In the next mod release, Australia will have a friendship bonus, which is already coded (friends can build Outback Stations).

I am not 100% sure what features might exist in the next mod release. I had started down a long path for Gorgo, Tomyris, and for Montezuma and neither one paid off in a way that I felt was acceptable for release. In the case of Montezuma, he was going to lose access to horse units entirely in return for an additional benefit, but the game makes limiting units a pain. Tomyris had a major change I scrapped. Gorgo was going to receive the friendship bonus of any civ she declared war on, but there are problems with that too. So right now I am not quite sure what will be coming in the future or when.
 
I've been playing with this mod for a few days, and am really enjoying it, but I do have one question . Any chance this is compatible with 8 Ages of Pace?
 
I've been playing with this mod for a few days, and am really enjoying it, but I do have one question . Any chance this is compatible with 8 Ages of Pace?

Hiya, glad you enjoy it. I haven't tested with 8 Ages of Pace, altho I am familiar with versions of that mod from around Nov-Dec. It's possibly comptatible, but I'd probably go through the code for either Quo's or 8 Ages and comment out stuff that seems redundant.

In general, in Quo's you can remove any file you don't like by removing the reference to it in the .modinfo file (comment it out or delete it from the <Items> list for the gameplay mode you use.) Just don't remove any of the ones that are listed as Priority=1, those I can't be sure won't crash you. Here's the file list for Basic game for example:

<File Priority="1">Gameplay/Quo_Setup_Code.sql</File>
<File Priority="1">Gameplay/Quo_Rules_Code.sql</File>
<File Priority="1">Gameplay/Quo_Civ_Code.sql</File>
<File>Gameplay/Quo_Tantrum_Code.sql</File>
<File>Gameplay/Quo_Friends_Code.sql</File>
<File>Gameplay/Quo_Barb_Code.sql</File>
<File>Gameplay/Quo_Ocean_Code.sql</File>
<File>Gameplay/Quo_Oasis_Code.sql</File>
<File>Gameplay/Quo_Siege_Code.sql</File>
<File>Gameplay/Quo_Policies_Code.sql</File>
<File>Gameplay/Quo_Wonder_Code.sql</File>
<File>Gameplay/Quo_New_Buildings_Code.sql</File>
<File>Gameplay/Quo_Beliefs_Code.sql</File>
<File>Gameplay/Quo_Routes_Code.sql</File>
<File>Gameplay/Quo_Units_Code.sql</File>
<File>Gameplay/Quo_ZZ_Debug_Code.sql</File>


You could safely remove any of these ones except the three with priorities. I am slowly migrating everything in the "Rules" files to more individual parts to make it easy to block additional features.
 
Hello isau, thank you for keeping this updated; my friends and I are enjoying your mod a lot. As we exclusively play using the Leader Buffs, I would like your opinion regarding two things.

Why is the leader buff given to Egypt so large? Trade routes are commonly acknowledged as the strongest component of Civ 6 gameplay, and combined with Egypt's gold bonus, allows her to reach an incredibly large gpt very early into the game. It's a buff given that's stronger than that of considerably weaker civs. Spain and Norway, in particular, have strong leader buffs that I feel are very appropriate (thank you so much).

Second, would it be possible to change Arabia's leader bonus? With the new patch, trade routes are no longer available from two sources, shifting balance somewhat. In addition, the NQ Balance mod has removed trade routes from all districts, instead placing them on the tech and civic trees themselves. Of course, everyone plays with different balance mods, so this is a less important issue.

As always, we appreciate your amazing work, thanks so much!

PS. thank you for rocketboots because good god
 
Hello isau, thank you for keeping this updated; my friends and I are enjoying your mod a lot. As we exclusively play using the Leader Buffs, I would like your opinion regarding two things.

Why is the leader buff given to Egypt so large? Trade routes are commonly acknowledged as the strongest component of Civ 6 gameplay, and combined with Egypt's gold bonus, allows her to reach an incredibly large gpt very early into the game. It's a buff given that's stronger than that of considerably weaker civs. Spain and Norway, in particular, have strong leader buffs that I feel are very appropriate (thank you so much).

Second, would it be possible to change Arabia's leader bonus? With the new patch, trade routes are no longer available from two sources, shifting balance somewhat. In addition, the NQ Balance mod has removed trade routes from all districts, instead placing them on the tech and civic trees themselves. Of course, everyone plays with different balance mods, so this is a less important issue.

As always, we appreciate your amazing work, thanks so much!

PS. thank you for rocketboots because good god


Egypt's bonus is large because it was agreed upon by most players that Egypt was a very poorly performing civ. It was one of the first civs, after France and Spain, to receive bonuses in this mod. The two bonus trade routes are nice, but IMO not really that overpowered, or at least it wasn't prior to the Australia patch when basically the equivalent of 1 extra city. Early Barbarians make the Traders somewhat risky. Now that Australia is around I may have to lower her bonus from 2 extra routes to 1.

For Arabia, the code should have been adjusted so that Arabia gets only 1 trade route when it builds both a Holy Site and Campus in the same city, just like the Harbor/Commercial Hub trade off. It was one of the things I added after Firaxis changed how trade routes work. If it's not working let me know. I'd rather not change this bonus, because I quite like how Arabia plays in this mod. You of course are welcome to comment out any part of the code you don't want to play with.
 
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