Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Sorry about that. On a whim, trying changing the Scripts\Quo_GameLaunch.lua file to something else. That should disable it from running. I doubt it will fix it, but if it happens to, please let me know.

I'm afraid I must confess I'm not sure what you mean. I can open that file in Notepad, but is there some specific value I should be changing? Or just change the name of the file itself to something else?
 
The civ buffs only option seems to not be working. At least, it doesn't work with the No Quitters mod.
Other mods I am using: Ai+, Hellblazer's Maps Pack, NQ Balance Mod, Smoother Difficulty, Tomatekh's Historical Religions, Yields Mod (HB maps pack)
 
Guynemer, rename "Scripts\Quo_GameLaunch.lua" to "Quo_GameLaunch.lua.BAK" for example.

I'm afraid I must confess I'm not sure what you mean. I can open that file in Notepad, but is there some specific value I should be changing? Or just change the name of the file itself to something else?

isau, I notice temporary freeze every time I change government. The freeze is about few seconds anf after this some banners/numbers are updated (I must investigate more what exactly, if this will be helpful for debugging).The freeze is longer in later eras.
Using Quo Combined Tweaks v3.09.6, CQUI & Smoother Difficulty.
FYI: In general I started notice it once I started using CQUI mod but not sure if this is the root cause.
 
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isau, I notice temporary freeze every time I change government. The freeze is about few seconds anf after this some banners/numbers are updated (I must investigate more what exactly, if this will be helpful for debugging).The freeze is longer in later eras.
Using Quo Combined Tweaks v3.09.6, CQUI & Smoother Difficulty.
FYI: In general I started notice it once I started using CQUI mod but not sure if this is the root cause.


Hmm. That's probably caused by CQUI or even a problem in the base engine. The only change to governments the mod makes is moving one policy slot in the first government from the Economic category to the Wildcard one. There are the changes to the policy names and a couple of changes to the existing policies, but nothing I can think of that would cause a freeze to governments specifically. More likely its a UI issue.
 
Guynemer, rename "Scripts\Quo_GameLaunch.lua" to "Quo_GameLaunch.lua.BAK" for example.

No dice, unfortunately. Though it did let me alt-tab out of the freeze, which didn't work previously. So, progress, maybe?

EDIT: It actually progressed to a full-on crash, rather than just hanging forever.
 
Hmm. That's probably caused by CQUI or even a problem in the base engine. The only change to governments the mod makes is moving one policy slot in the first government from the Economic category to the Wildcard one. There are the changes to the policy names and a couple of changes to the existing policies, but nothing I can think of that would cause a freeze to governments specifically. More likely its a UI issue.

It happens with any policy change, in my experience, not just government changes. Just a brief hang of 2-5 seconds, and then everything is fine.
 
This seems to be core game perfomance issue. I tried without mods and there is a lag when changing government/polices.
 
No dice, unfortunately. Though it did let me alt-tab out of the freeze, which didn't work previously. So, progress, maybe?

EDIT: It actually progressed to a full-on crash, rather than just hanging forever.


Sorry about that. It's always frustrating to me when the game crashes on players, especially when they are invested in a game. Unfortunately the game gives us very few clues about what could be going wrong. Can you post the save game? If I can duplicate the crash I may be able to at least backtrack and figure out which civ/ability is a possible culprit.
 
Sorry about that. It's always frustrating to me when the game crashes on players, especially when they are invested in a game. Unfortunately the game gives us very few clues about what could be going wrong. Can you post the save game? If I can duplicate the crash I may be able to at least backtrack and figure out which civ/ability is a possible culprit.

Sure can. Thanks for all your hard work on this. It's a terrific mod.

You can play the turn 181 save; the game will cycle, run through all of the AI turns, including city-states, and then it gets to turn 182 and hangs/crashes. It manages to make an autosave before the crash, but trying to load that save simply reproduces the hang immediately upon bringing up loading up the game.
 

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Sure can. Thanks for all your hard work on this. It's a terrific mod.

You can play the turn 181 save; the game will cycle, run through all of the AI turns, including city-states, and then it gets to turn 182 and hangs/crashes. It manages to make an autosave before the crash, but trying to load that save simply reproduces the hang immediately upon bringing up loading up the game.


Guynmemer, I still haven't had a chance to install the mods necessary to run and test this save game, but just as a quick question, by any chance was Persia in this game? Can you give me a list of all the civs that were in play? I am wondering if perhaps the crash is related to Persia's friendship bonus either activating or expiring. I learned some things recently about how it activates on the back end and am probably going to rewrite their bonus because of it, to promote stability. If that turns out to be the reason for crashes it would be good to cross it off the list. Thanks!
 
Guynmemer, I still haven't had a chance to install the mods necessary to run and test this save game, but just as a quick question, by any chance was Persia in this game? Can you give me a list of all the civs that were in play? I am wondering if perhaps the crash is related to Persia's friendship bonus either activating or expiring. I learned some things recently about how it activates on the back end and am probably going to rewrite their bonus because of it, to promote stability. If that turns out to be the reason for crashes it would be good to cross it off the list. Thanks!


No Persia. The other civs are: Kongo, Germany, Norway, Egypt, Russia, Australia... and one more I can't remember, and can't look up right now as I am at work. I can get back to you tonight, if that's okay? It might be Japan, but I'm 50/50 on that.
 
The last one is Brazil, not Japan. You'd think I'd remember that, from all of Pedro's moaning about my great people. Any other parameters you'd like to know?
 
It seems, for two games, I noticed such a problem. Or it should be so.
With the loss of the Aztecs, the bonus to combat power for all units remains, just like in units of other civilizations.
That is, the Aztecs could retire from the game back in the Middle Ages, but the bonus remains until the end of the whole game.
 
I like this mod - how can I use it with the Combat and Stacking Overhaul mod?

EDIT: I think they work - only that Civpedia doesn't show C&SO info
 
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I play on the standard size TSL world map - I had a war against Russia in the middle ages and I met about 15-20 (!!!) great people units... writers, musicians, artists run on the field... a lot of them... how come? Russia also had some combat units, but still...

I play with the AI+ mod added...
 
I play on the standard size TSL world map - I had a war against Russia in the middle ages and I met about 15-20 (!!!) great people units... writers, musicians, artists run on the field... a lot of them... how come? Russia also had some combat units, but still...

I play with the AI+ mod added...

Presumably, he didn't have any open great work slots. Russia makes a ton of GA, GW, and GMs, because of their unique district.
 
isau,
I noticed that bonuses to units are valid throughout the game, if you ever make friends with a civilization such as Scythia or the Aztecs, then until the end of the game there will be a bonus to health recovery and a bonus to combat power.
Maybe it's worth making these bonuses so that they are reset after the friendship ends? Or when the civilization comes out of the game.
Thank you!
 
isau,
I noticed that bonuses to units are valid throughout the game, if you ever make friends with a civilization such as Scythia or the Aztecs, then until the end of the game there will be a bonus to health recovery and a bonus to combat power.
Maybe it's worth making these bonuses so that they are reset after the friendship ends? Or when the civilization comes out of the game.
Thank you!

I don't think its possible to make them reset. Maybe I need to lower the amount of the bonus tho, since it's quite powerful. My understanding is that only units produced during the friendship that have the bonus though. I may need to look closer at that. If it's truly broken, I may have to change the bonus entirely.
 
I don't think its possible to make them reset. Maybe I need to lower the amount of the bonus tho, since it's quite powerful. My understanding is that only units produced during the friendship that have the bonus though. I may need to look closer at that. If it's truly broken, I may have to change the bonus entirely.
In terms of balance, it is better to change all the bonuses that units receive.
For example, the bonus of friendship with the Aztecs - Amenity from luxury goods is distributed to 5 cities, not 4.
Scythia - 10-25% bonus to the production of cavalry.
 
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