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 v3.0 - "Friends and Neighbors"

Quo's Combined Tweaks Version 3.0 - Friends and Neighbors

I'm really excited about this update. :)

This release brings an entirely new feature to the mod--Friendship Gifts. Now, when you officially declare Friendship with any civ, you receive a benefit from that civ. The gift you receive is different depending on which civ you've friended.

This list of gifts may be changed in future updates if balance or technical problems are found.

Additional notes:
  • ...

Read the rest of this update entry...
 
Hello,

I am running on a Mac and when I create the game I only have an option to use the basic settings.
I would like to add the basic settings as well as the LeaderBuffs,

I am not ready yet for hardcore mode.

Is their a file that I can hard code to have those settings enabled?

Or is there a keyword that I could search and replace to get the leaderbuffs as well as the basic settings?

Thanks
 
Hello,

I am running on a Mac and when I create the game I only have an option to use the basic settings.
I would like to add the basic settings as well as the LeaderBuffs,

I am not ready yet for hardcore mode.

Is their a file that I can hard code to have those settings enabled?

Or is there a keyword that I could search and replace to get the leaderbuffs as well as the basic settings?

Thanks


Hiya, the option should appear on the Advanced Setup page, like in the image below. Is the option available to you?

FYI if you don't visit this page and just activate the game, you play with the Basic Rules.

Also make sure you don't have other conversion mods/scenarios activated, as these might make changes to the list of Rulesets available.

The Leader Buffs ruleset is mainly for players who want the leader changes, but not anything else in the mod. It's mainly there for people who want to play mods that have their own balance conversions or make big changes to gameplay that would conflict with this mod.

20170128210437_1.jpg
 
Below is what I am seeing, I just see Basic.

Also I have you mod, AI+ and smoother difficult running, I turned them all off and except for yours and I still only have that option.
I just downloaded your latest update with the friends feature.

I am playing as Egypt on Basic and I noticed that after I got Currency I only have one trade route when I was expecting 3.

Also their special Chariot unit still costs 140 production and not 80.

So it appears that I don't have the Leader traits working.

However, the units do have increased movement, oasis are giving production to surrounding desert tiles, I have the wildcard slot policy and my borders appear to be expanding faster.

But on the other hand I wasn't able to build an encampment on turn 1.

So something appear to be turned on and others don't, that is why I was wondering if their is a way to hardcode it to be on?

Thank you
 

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Below is what I am seeing, I just see Basic.

Also I have you mod, AI+ and smoother difficult running, I turned them all off and except for yours and I still only have that option.
I just downloaded your latest update with the friends feature.

I am playing as Egypt on Basic and I noticed that after I got Currency I only have one trade route when I was expecting 3.

Also their special Chariot unit still costs 140 production and not 80.

So it appears that I don't have the Leader traits working.

However, the units do have increased movement, oasis are giving production to surrounding desert tiles, I have the wildcard slot policy and my borders appear to be expanding faster.

But on the other hand I wasn't able to build an encampment on turn 1.

So something appear to be turned on and others don't, that is why I was wondering if their is a way to hardcode it to be on?

Thank you



Thanks, can you go to Documents\My Games\Sid Meier's Civilization VI\Logs (if you're on PC, I don't know the path for Mac) and post a copy of the text found in the Database.log file? It looks like somehow there's a database error or conflict.
 
Here is my Database.log file.

I tried different combinations of your mod with other mods and your mod alone.

If the log is too big I could try and delete the contents and then just spin up a game with your mod alone.

Let me know if you need me to do that.

Otherwise here is my log.

Thanks again.
 

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Ok I see the issue in the log file. The error is this:

[3938718.700] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.700] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.701] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.701] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.702] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.704] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra
[3938718.705] [Gameplay] ERROR: table ModifierArguments has no column named SecondExtra


Firaxis added a second column to the ModifierArguments table in either the Nov or Dec patch. Make sure your copy of Civ 6 is fully up to date and try the mod again.

What I don't know is whether the Mac release is as up to date as the PC release. If you're playing on Mac and the copy is as up to date as possible please let me know. I do not actually use the SecondExtra field anywhere, its only specified because it exists in the database and I explicitly declare it NULL, so in theory I could remove it if I have time. Ideally though, the PC and Mac versions of the game both contain the same code and updating should fix this issue.
 
I haven't updated to the winter patch yet, which would be the problem.

It was delayed for Mac and I haven't had a chance to download it.

Is there a way that I could just remove all of the instances of secondExtra in the mod?
 
I haven't updated to the winter patch yet, which would be the problem.

It was delayed for Mac and I haven't had a chance to download it.

Is there a way that I could just remove all of the instances of secondExtra in the mod?


I'd prefer not to if possible. That second column is needed for certain kinds of actions, which is why it is referenced in the code. Also the Winter update contains the code for Culture Bombs, so I suspect even if I fixed it, the game would still crash. There could be other, additional issues. You'll need to update to the latest version to be sure that the game doesn't suffer issues. Sorry about that.
 
I'm not sure what would cause that issue. Is this the only mod you are running, and is your Civ 6 up to date?

Also, can you go to Documents\My Games\Sid Meier's Civilization VI\Logs and post a copy of the text found in the Database.log file?

I have the latest version of CIV, this mod and drivers installed, it's the only mod I'm running and it just doesn't seem to load correctly.

(
[4278560.179] [Localization]: Validating Foreign Key Constraints...
[4278560.179] [Localization]: Passed Validation.
[4278560.186] [Configuration]: Validating Foreign Key Constraints...
[4278560.186] [Configuration]: Passed Validation.
[4278571.306] [FullTextSearch]: Initializing FullTextSearch
[4278582.008] [Gameplay]: Validating Foreign Key Constraints...
[4278582.020] [Gameplay]: Passed Validation.
[4278583.155] [Configuration]: Validating Foreign Key Constraints...
[4278583.155] [Configuration]: Passed Validation.
[4278618.006] [Configuration]: Validating Foreign Key Constraints...
[4278618.006] [Configuration]: Passed Validation.
[4278619.363] [Configuration]: Validating Foreign Key Constraints...
[4278619.364] [Configuration]: Passed Validation.
[4278620.826] [Configuration]: Validating Foreign Key Constraints...
[4278620.827] [Configuration]: Passed Validation.
[4278622.349] [Configuration]: Validating Foreign Key Constraints...
[4278622.349] [Configuration]: Passed Validation.
[4278625.973] [Configuration]: Validating Foreign Key Constraints...
[4278625.973] [Configuration]: Passed Validation.
[4278762.828] [Gameplay]: Validating Foreign Key Constraints...
[4278762.841] [Gameplay]: Passed Validation.
[4278771.645] [FullTextSearch]: FTS - Creating Context
[4278772.004] [FullTextSearch]: FTS - Creating Context
[4278773.043] [FullTextSearch]: FTS - Creating Context
)

This is the log for the latest freeze

I've checked my CPU and Data use whilst loading in and nothing is being maxed out so I don't think it's to do with my PC.
 
I have the latest version of CIV, this mod and drivers installed, it's the only mod I'm running and it just doesn't seem to load correctly.

(
[4278560.179] [Localization]: Validating Foreign Key Constraints...
[4278560.179] [Localization]: Passed Validation.
[4278560.186] [Configuration]: Validating Foreign Key Constraints...
[4278560.186] [Configuration]: Passed Validation.
[4278571.306] [FullTextSearch]: Initializing FullTextSearch
[4278582.008] [Gameplay]: Validating Foreign Key Constraints...
[4278582.020] [Gameplay]: Passed Validation.
[4278583.155] [Configuration]: Validating Foreign Key Constraints...
[4278583.155] [Configuration]: Passed Validation.
[4278618.006] [Configuration]: Validating Foreign Key Constraints...
[4278618.006] [Configuration]: Passed Validation.
[4278619.363] [Configuration]: Validating Foreign Key Constraints...
[4278619.364] [Configuration]: Passed Validation.
[4278620.826] [Configuration]: Validating Foreign Key Constraints...
[4278620.827] [Configuration]: Passed Validation.
[4278622.349] [Configuration]: Validating Foreign Key Constraints...
[4278622.349] [Configuration]: Passed Validation.
[4278625.973] [Configuration]: Validating Foreign Key Constraints...
[4278625.973] [Configuration]: Passed Validation.
[4278762.828] [Gameplay]: Validating Foreign Key Constraints...
[4278762.841] [Gameplay]: Passed Validation.
[4278771.645] [FullTextSearch]: FTS - Creating Context
[4278772.004] [FullTextSearch]: FTS - Creating Context
[4278773.043] [FullTextSearch]: FTS - Creating Context
)

This is the log for the latest freeze

I've checked my CPU and Data use whilst loading in and nothing is being maxed out so I don't think it's to do with my PC.


According to database, everything loaded correctly. Are you using the most recent version of the mod? I can't figure out what would cause a stall, especially if the database is getting to the FTS - Creating Content step.
 
According to database, everything loaded correctly. Are you using the most recent version of the mod? I can't figure out what would cause a stall, especially if the database is getting to the FTS - Creating Content step.

I am indeed, just deleted and re-downloaded the mod, set up a game and hit the same freeze again, I'm able to run other mods without crashing though, very weird.
 
Using version 3.0. Playing 2 humans (We're America and Gandhi) with 8 AI players. When we declare friendship, I believe Gandhi's units cumulatively gain +1 vision every turn. After 40ish turns of friendship, his units can see a very long way depending on hills/forests/mountains blocking the view. Some very odd formations of view area as well.

In this screenshot, Gandhi has no units on the southern half of the map.
http://steamcommunity.com/sharedfiles/filedetails/?id=862163060
http://steamcommunity.com/sharedfiles/filedetails/?id=862706541+1's appear on units every turn change
(I Modified Inland Sea if anyone is wondering)

We use other mods as well. To prevent conflicts, I have commented out some items from your mod, but mostly barbarian items. We don't use any other mods that would conflict with leader/civ abilities that I could find. For the friendship thing I actually would have preferred to use the tile costs reduction that is commented out in your file, but i couldn't find the entries for the vision in order to swap them.
 
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Using version 3.0. Playing 2 humans (We're America and Gandhi) with 8 AI players. When we declare friendship, I believe Gandhi's units cumulatively gain +1 vision every turn. After 40ish turns of friendship, his units can see a very long way depending on hills/forests/mountains blocking the view. Some very odd formations of view area as well.

In this screenshot, Gandhi has no units on the southern half of the map.
http://steamcommunity.com/sharedfiles/filedetails/?id=862163060
http://steamcommunity.com/sharedfiles/filedetails/?id=862706541+1's appear on units every turn change
(I Modified Inland Sea if anyone is wondering)

We use other mods as well. To prevent conflicts, I have commented out some items from your mod, but mostly barbarian items. We don't use any other mods that would conflict with leader/civ abilities that I could find. For the friendship thing I actually would have preferred to use the tile costs reduction that is commented out in your file, but i couldn't find the entries for the vision in order to swap them.



Hmm. Interesting find. I will take a look at this. This is the kind of thing that is really hard to test. It's possible other friendship abilities are also reapplying their effects every turn. I'll try to squash the bug asap. Thanks!
 
Hi, i would like you to think about a request i was wondering.

I love your mod, but the ultra fast border growth not so much... I think Civ 6 border growth is slow, but in your mod in my opinion is way too fast. Could you consider making diferent flavours of border growth? I would really love that.
 
Hi, i would like you to think about a request i was wondering.

I love your mod, but the ultra fast border growth not so much... I think Civ 6 border growth is slow, but in your mod in my opinion is way too fast. Could you consider making diferent flavours of border growth? I would really love that.



Hiya. :) Glad you enjoy the mod. This particular issue is something I get a lot of comments about, so I have considered it. The benefits of the fast border pops to the AI are a big reason why I've left it as is, and unfortunately right now I don't think there's any way to add new options to the game to let people turn it off with an option selection, which would be the ideal way to please everyone.

In the meantime, if you want to slow border growth by directly changing the code, you can find the Gameplay\Quo_Rules_Code.sql code and delete this line of code from the section labeled BORDER EXPANSION RATE:

Code:
INSERT INTO TraitModifiers
    (TraitType,        ModifierID)
VALUES    ('TRAIT_LEADER_MAJOR_CIV',     'QUO_CULTURE_BORDER_DISCOUNT') ;

This will cause the border discount to never get applied to the civs.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.01

Quo's Combined Tweaks v3.01
This update fixes a couple of bugs (thanks for reporting them) and makes a few balance changes.

Changes to Existing Friendship Bonuses
  • America's friendship bonus has changed from "Units have +1 Vision" to "20% discount on tile purchases with gold." Big thank you to the players who reported the bug in the older version that was giving units +1 vision per turn--I couldn't fix it, so just changed the ability.
  • England's friendship...

Read the rest of this update entry...
 
Just to give you guys a peek at what I'm working on next, by combing the forums I've managed to figure out how to add Options to the game. They don't function yet, and it may be a while before the next release. However, the fact that they can be added to the game screen at all leaves me hopeful I can figure something out. Since many people have asked for a way to slow down border pops I figured it was a good setting to create first.

20170217212852_1.jpg
 
Thanks for the reply and the sneak peek of your work. :). Looking forward next updates (would be nice too more options for aztecs/polish ^^)
 
Update and Call for Beta Testers
After many tries, and many crashes to desktop, I finally have a test build with a custom game option implemented!

The name game option appears on the Advance Options page and allows you to control whether to play with Quo Border Speed or unmodded (Vanilla) speed.

In creating this mod, I also uncovered a pretty major bug with the border expansion code. Like a few other bugs I recently fixed, the border effects were applying to every player for every player. Meaning if you had 8 major civs, every player was getting the bonus 8 times. If you were on a map with a ton of civs the bonus could easily reach the thousands. This update has the border expansion rate set to 200%, and even on the Quo setting may feel much slower. I am going to make a call later on whether to bump it up to meet where it was before.

Because this is still new territory I am not releasing this version of the mod through the Publish feature just yet. That's because I'd prefer people new to the mod to stick to the published stable version. If you would like to help play test versions 3.03, you can download from the attachment on this post.


Option Administration
This is a new building you may notice in your capital. Technically, it does nothing. It's just a way for me to track whether you game options have been applied. You may also notice "dummy" buildings occasionally popping into the capital's building list. Just ignore them--I've tried to hide them as best I can, but sometimes they show up. They will usually go away by the next turn.


If nothing goes wrong with this release, it will be polished up and released as a "main" release in a few days.

20170217212852_1.jpg
20170219202601_1.jpg
 

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