Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

isau,
How are your modifications progressing at this time?

I probably won't have time for a release until the weekend. In the test version I have corrected the Gilgamesh getting stuck issue so that at least will be fixed. Put a little code toward an idea for making Cleopatra's Interu ability make more sense, but its not been tested yet.
 
Roman Legionnares powerful like a Knight, cheaper and have nice forts - WHY ?

All Swordsman units in this mod receive +5 strength in order to balance them against Calvary. I am personally fine with unique units being very strong. They are only available for a portion of the game. Granted, the swordsman units do last for quite a while, especially with longer research times enabled. It's possible they are too far on the strong side. Are you finding that it is too easy to conquer other players at Emperor level and above?

If on the other hand you're finding it hard to conquer/defend against AIs with these units, then I'd say that's part of the goals of this mod. :) I've tried to give every civ at least one feature human players should be wary of.
 
It's possible they are too far on the strong side. Are you finding that it is too easy to conquer other players at Emperor level and above?
Yeah. I'm played couple duels maps with friend on your mod and we both was very frustraded with Legginares power. Nothing can counter them till you pass epoque. But if you not a Roman - you can't, because was annihilated. So all games was the same: one of us making 3-4 leggionares, 4-5 ranged and 3+ catapults and that player easily win any other army. Leggionares just own any other melee and greatly resistant to ranged attacks. Also siege units with ranged easily create dead position: thats when 4-5 siege starting focus fire (on other army or town) from distance 3 and if you try attack that position with cavalry or any other units, front siege just swaps with leggionares and counter attack with focus fire (because siege may shoot on same turn). If you hope on many ranged (~archers/crossbowmans and catas) - they just create forts and stand in defence. On next next turn they mess all trough focus-fired hexes (killed by siege and ranged units) and now is time to type "GG".

The choice we have to either prohibit both play Rome (game is too linear and boring), or just change the mod. We chose the second option because of the army siege engines with the tactics of hit&run is also something ridiculous.

One question: is it possible a mod to make the ability to siege machines to move and shoot in the same turn only for AI? I doubt it, but you never know.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.08.2 BETA

This release features a few minor bug fixes and changes to gameplay.

Gameplay Changes
  • Social Policies cards that provide a bonus to constructing a unit now apply retroactively to units of previous eras. For example, if a policy card provides a bonus to building units in the Renaissance era, units from any previous era are also affected. The final policy card in each tree provides a bonus to units from any era.
  • Roman Legions no longer receive a bonus versus other...

Read the rest of this update entry...
 
Thank you very much for changing the policy of the units! But, what about wonders? You did not change them on the same principle?


Glad you like it. I can do the Wonders, but its not as simple as doing the Units. For the Units, I just had to add the tags for each era, so it was about 100 lines of code total. For Wonders, I have to create a modifier for every single wonder individually, since each one is its own building type. I can write a loop to do it (to make sure that any DLC wonders also end up included) but it will take time to develop and test.
 
Glad you like it. I can do the Wonders, but its not as simple as doing the Units. For the Units, I just had to add the tags for each era, so it was about 100 lines of code total. For Wonders, I have to create a modifier for every single wonder individually, since each one is its own building type. I can write a loop to do it (to make sure that any DLC wonders also end up included) but it will take time to develop and test.
Anyway, thank you so much for the work. In the future, if there is time, you can do it.
 
One question: is it possible a mod to make the ability to siege machines to move and shoot in the same turn only for AI? I doubt it, but you never know.


Sorry I missed your question. I think this is technically possible, but it's not a change I want to make for the majority of players, because it would require a rewrite of how the "no move" code works. Basically, "no move" is an ability. To let siege units move and attack on the same turn, I actually delete an ability from the unit. It would be possible to change it, but it would take a lot of work. If you feel strongly about it, you could find the code in Quo_Siege_Code.sql and comment out the section where it deletes the ability. That would apply the change to every siege unit, AI and non.

At some point I may also add that as an option to the MyOptions file. I still don't have a clear feeling about how many players are actually using the MyOption stuff. It takes a bit of work to create, but if people strongly like it I could add more to it.
 
Wouldn't you only need the following to allow the AI to move/shoot and still have the restriction on players:
Code:
UPDATE Modifiers SET OwnerRequirementSetId='PLAYER_IS_HUMAN' WHERE ModifierId ='NOMOVEANDSHOOT_MOVE_AND_ATTACK';


I haven't tested it but I don't think that would work. The modifier is attached to the unit, not the player, so I don't think PLAYER_IS_HUMAN is in scope. To do it properly I'd probably need a "rider" modifier to attach to a group trait like TRAIT_LEADER_MAJOR_CIV sort of like how I have it set up so Barbarian Scouts run more slowly than player Scouts. It's not impossible to do, but since the code is basically reversed (it's a strange ability that is actually a penalty to the unit instead of a bonus) it was easier to just delete it.
 
Glad you like it. I can do the Wonders, but its not as simple as doing the Units. For the Units, I just had to add the tags for each era, so it was about 100 lines of code total. For Wonders, I have to create a modifier for every single wonder individually, since each one is its own building type. I can write a loop to do it (to make sure that any DLC wonders also end up included) but it will take time to develop and test.
I had a couple of questions.
1. Sky Units 1 - auxiliary units from Modern Era to the Information era. Why not just change the description of the card to - the production of all auxiliary units of any era is increased by 100%. Because the card does so.
2. Riders 2 (Chivalry) does not seem to work. All the same, a bonus is shown for the production of cavalry units from Medieval Era to the Industrial Era.
3. Sky Units 2 - the production of air units only from the New time and the Age of the atom, that is, the bonus is also not for the era inclusive.
4. Sky Units 3 - there is a bonus to the creation of airborne units only for the Information Age.
5. Troopers 4 (Military First) - the bonus goes to the melee and ranged units only for the era of the atom, etc.
Thank you.
 
There are 19 pages of discussion in this forum. Can someone point me to where I can see a break down of what IS and IS NOT included in the rulesets? I thought the main download page would have it, but that page still has references to "hardcore" which isn't there anymore, so it's not completely up to date. Thank you for any help you can provide.
 
There are 19 pages of discussion in this forum. Can someone point me to where I can see a break down of what IS and IS NOT included in the rulesets? I thought the main download page would have it, but that page still has references to "hardcore" which isn't there anymore, so it's not completely up to date. Thank you for any help you can provide.


The main page is mostly up to date, barring some minor rules changes here and there. Most of the stuff that differs from that page should be very clearly documented on screen somewhere. Stuff that is "unusual" is mainly described in the pop-ups you get when you start the game.

I thought I removed the references to "hardcore." The main thing to know about hardcore is all of that stuff was rolled into the main game. I eliminated hardcore as a separate mode because it was causing too many headaches to test in two different modes. The mod is balanced around the hardcore concepts. You have the option to turn them on or off using the MyOptions.sql file, which lists some of the specific settings this mod changes.

I suppose one area that could be confusing is the things that came from the Improvements Patch. I need to add a better description of those. Mainly its just an increase in tech costs, and receiving less from Eurekas.
 
I guess it's a moot point anyway... I discovered that if I chose the civ only ruleset the "remove barbarians" option disappears, and I never play with barbs. So it's either basic or nothing for me. Thanks!
 
I guess it's a moot point anyway... I discovered that if I chose the civ only ruleset the "remove barbarians" option disappears, and I never play with barbs. So it's either basic or nothing for me. Thanks!

That's something I can fix. It's a bug of sorts in the base game. I'm about to kick out a new version of the mod tonight and can probably repair that.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.10.3 BETA

This release brings a number of bug fixes and some minor balance tweaking.


Changes to Balance
  • Reduced the multiplier for late game techs and cultures by about 33% when the the "slower tech speed" option is set (as it is by default). Late game techs and civics are still about twice as expensive as normal when this mode is set.
  • Greek Acropoli no longer provide a free envoy, as this proved to be overpowered.

Changes to Policies
  • The Survey policy...

Read the rest of this update entry...
 
Question: Why does Deer usually have only one food value ? Iron and empty hills have a higher food value than deer. One deer can feed a couple in Alaska for the entire winter... try doing that with some empty trees that have a higher food value in this game. And people don't sell their deer for gold.... they eat it. Please add a line to your mod increasing the food value :sad:
 
Is the steam version updated too?

No, the Steam version only receives updates every 1 - 2 months. That's because Steam auto installs any updates immediately when they are published, and that breaks save games without players having control. So I only publish to Steam occasionally, and post most updates here instead so players can control when and if they upgrade to the new version.


Question: Why does Deer usually have only one food value ? Iron and empty hills have a higher food value than deer. One deer can feed a couple in Alaska for the entire winter... try doing that with some empty trees that have a higher food value in this game. And people don't sell their deer for gold.... they eat it. Please add a line to your mod increasing the food value :sad:

Deer is a bonus resource and simply adds +1 Food to the tile. The +1 Gold comes from the Encampment improvement. I guess it gives Gold instead of Food because it would be weird if you were eating Elephants and Foxes. But there is a Pantheon belief that gives +1 Food as well, so I guess at least some people are.
 
Back
Top Bottom