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 v3.10.4 (Official Memorial Weekend Release)

This is the published non-Beta version of Quo's Combined Tweaks. This version makes only one very minor change from the previous version.

  • Fixed a bug with the Riders 2 (Chivalry) Policy not correctly displaying updated description


This version does not have the "Beta" tag. It will be the version published to Steam shortly.

Read the rest of this update entry...
 
Ok change of plans. The mod is now published to Steam. I forgot today was the start of Memorial Day weekend so I figure a lot of people will be starting new games. So, if you are a Steam subscriber, be sure to start a new game.
 
Ok change of plans. The mod is now published to Steam. I forgot today was the start of Memorial Day weekend so I figure a lot of people will be starting new games. So, if you are a Steam subscriber, be sure to start a new game.
Good afternoon, here are a couple of thoughts.
1. As far as I remember, the modification was the "Blitz" mode.
You did not think of anything about this idea?
The file "Quo_Blitz_Combat_Code" remained.
2. With the resources of Deer in the tundra you need to do something, as they wrote above. +1 Food is very weak. It is a pity that you can not set these conditions only for the tundra.
3. Do not you want to add the function Stronger Swordsmen to the file "MyOptions", which you could turn off and on?
Thank you for attention!
 
Good afternoon, here are a couple of thoughts.
1. As far as I remember, the modification was the "Blitz" mode.
You did not think of anything about this idea?
The file "Quo_Blitz_Combat_Code" remained.
2. With the resources of Deer in the tundra you need to do something, as they wrote above. +1 Food is very weak. It is a pity that you can not set these conditions only for the tundra.
3. Do not you want to add the function Stronger Swordsmen to the file "MyOptions", which you could turn off and on?
Thank you for attention!


Thanks for the feedback. :)

  • Blitz mode was something I somewhat regret releasing as part of the "Combined" mod because it was an experimental mode with its own Ruleset. I pulled it from the mod because it was too much to keep track of. The code is still there, but not loaded by the mod.I may release a "Blitz mode" as a separate mod that is not part of the main "Combined Tweaks" package like I recently did with the "Eureka Challenge" mod I wrote the other afternoon. That would allow players who want it to still use it but allow me to avoid dealing with multiple rulesets, which complicate things greatly.
  • I am not quite sure what to do about Deer in Tundra. Tundra tiles are by definition weaker than other tiles, and Deer provide +1 Food similar to other bonus Resources (cows, etc). Deer tiles on Tundra without Forest are weak simply because the underlying tile is weak. However since my next step is to review Governments, there may be something I can do to make them slightly better under certain conditions. No promises yet.
  • I suppose I could add the Stronger Swordsman as a MyOption. No ETA on when I'll have time to do it. TBH as Firaxis has tweaked Sword units a few times themselves, I am inclined to just remove the bonus, as it no longer seems as necessary as it was when the mod was released back in November.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.11.0 BETA The Government Edition

This release features a rebalance of Governments. This is something I planned for a long time and only now have had time to spend time on. With these changes come a few minor changes to some game rules. Originally, those rules were put in to balance the game better, but I think its clearer to see them displayed clearly on screen.

The changes are perhaps easiest described with a screenshot:

View attachment 471771

Changes to Governments

Tier 1

  • Autocracy: +1 to all...

Read the rest of this update entry...
 
I haven't updated the mod since 3.08.2 BETA, which I am still using, because I thought the changes after it were too hardcore, but if I were to update to the newest version... would I be able to reduce the harshness of most changes I consider hardcore by editing MyOptions or something? Because I intend on sharing map settings for a decent Coastal River game, but if the mods I have impacts generation, then surely there'd be a difference gap between my original using Tweaks 3.08.2 BETA and others recreating it with the newer versions. (Unless I'm mistaken) Here's the mods I use. I'm sure that something would impact generation, like YnAMP obv as the game I'm sharing is of the Enormous size.http://i.imgur.com/OVMwUUf.png
 
I haven't updated the mod since 3.08.2 BETA, which I am still using, because I thought the changes after it were too hardcore, but if I were to update to the newest version... would I be able to reduce the harshness of most changes I consider hardcore by editing MyOptions or something? Because I intend on sharing map settings for a decent Coastal River game, but if the mods I have impacts generation, then surely there'd be a difference gap between my original using Tweaks 3.08.2 BETA and others recreating it with the newer versions. (Unless I'm mistaken) Here's the mods I use. I'm sure that something would impact generation, like YnAMP obv as the game I'm sharing is of the Enormous size.http://i.imgur.com/OVMwUUf.png


Depending on what you consider "too hardcore," the MyOptions file probably would allow you to significantly reduce the challenge. Try setting the "Hardcore tech and science" setting to 0. If its an issue with Encampments and Walls, you can now turn that off as well.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.11.1 BETA Updated Egypt

I usually don't like to roll out two versions on the same day, but I've made significant progress with a second set of major changes and want to put them into testing as soon as possible over this Memorial Day weekend while players are free.

This patch focuses exclusively on Egypt. It is based on conversations last month about various possible changes to how Egypt's abilities work. It was noted that the "Iteru" ability was self defeating because it ruins your best tiles. So with this...

Read the rest of this update entry...
 
Man, you keep rolling these out and I can't keep up! The Egypt changes look good. I'll give them a spin once I finish my current game (the current build on Steam).
 
Thanks for the feedback. :)

  • Blitz mode was something I somewhat regret releasing as part of the "Combined" mod because it was an experimental mode with its own Ruleset. I pulled it from the mod because it was too much to keep track of. The code is still there, but not loaded by the mod.I may release a "Blitz mode" as a separate mod that is not part of the main "Combined Tweaks" package like I recently did with the "Eureka Challenge" mod I wrote the other afternoon. That would allow players who want it to still use it but allow me to avoid dealing with multiple rulesets, which complicate things greatly.
  • I am not quite sure what to do about Deer in Tundra. Tundra tiles are by definition weaker than other tiles, and Deer provide +1 Food similar to other bonus Resources (cows, etc). Deer tiles on Tundra without Forest are weak simply because the underlying tile is weak. However since my next step is to review Governments, there may be something I can do to make them slightly better under certain conditions. No promises yet.
  • I suppose I could add the Stronger Swordsman as a MyOption. No ETA on when I'll have time to do it. TBH as Firaxis has tweaked Sword units a few times themselves, I am inclined to just remove the bonus, as it no longer seems as necessary as it was when the mod was released back in November.

And what about these thoughts?
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. 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.
3. Sky Units 3 - there is a bonus to the creation of airborne units only for the Information Age.
4. Troopers 4 (Military First) - the bonus goes to the melee and ranged units only for the era of the atom, etc.
 
Ok so the version of Egypt I pushed out is unfortunately broken in a few ways. I'm working on some fixes. Her trade route bonus got commented out on accident while I was experimenting with a change to it and I forgot to fix it.

And what about these thoughts?
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. 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.
3. Sky Units 3 - there is a bonus to the creation of airborne units only for the Information Age.
4. Troopers 4 (Military First) - the bonus goes to the melee and ranged units only for the era of the atom, etc.


Thanks for pointing these out. Another poster brought them up a while ago and I've been meaning to get to them.

Sky Units 1 is simply wrongly named. It's just a Support unit bonus. So I am reverting it to its default name and changing the emoji.

Sky Units 2 and 3 are being renamed 1 and 2 respectively. I need to make sure the bonuses from the earlier one also apply to the other. Also, I'm annoyed that Firaxis even has two separate policies this late in the game for these things, but that's a separate issue.

Troopers 4 I am looking at now. I think it's just got a text bug at the moment that causes its description not to display correctly even tho it does apply retroactively, but I need to look at it more closely.


Some other stuff to be aware of from the current patch:
  • I think the Monarchy government is still underpowered. I am experimenting on a change to it.
  • There's a hilarious (if it doesnt happen to you) bug with Democracy that causes the culture bomb to go off if you start a wonder rather than complete it. Fixed in the next patch, but beta testers be warned. :)

I do have some good news. I've been successful adding dynamic code that can make the Wonders policies retroactive. So look for that in the release coming up in the next day or two.
 
Looks great, but I have a question. On the Oligarchy government, it says "Free Ram when you complete an Encampment." Does that mean Battering Ram?
Obvious answer: yes.
Joke answer: It means you get enough Dedotated Wam to wun a sewver, without having to download it and get a bunch of viruses :3
 
Looks great, but I have a question. On the Oligarchy government, it says "Free Ram when you complete an Encampment." Does that mean Battering Ram?


Yes, it's a Battering Ram support unit. Part of the challenge with modding the governments is the text box size. "Battering Ram" was causing the text to spill out of the box and be unreadable.
 
Yes, it's a Battering Ram support unit. Part of the challenge with modding the governments is the text box size. "Battering Ram" was causing the text to spill out of the box and be unreadable.
I really like your work on the modification. I wrote in past reports about possible improvements to the airfield.
"AI does not use airplanes, because it never builds airfields. I propose to remove the demand of the population for this construction. In particular, a good realization of the idea in the mod of "TCS Improved Aerodrome".
How do you like this idea?
It is not necessary to improve the aerodrome globally, it is enough to remove the requirements of the population for the construction of the aerodrome.
Spoiler Aerodrome :
<GameInfo>
<Districts>
<Update>
<Where DistrictType="DISTRICT_AERODROME"/>
<Set RequiresPopulation="false"/>
</Update>
</Districts>
 
I really like your work on the modification. I wrote in past reports about possible improvements to the airfield.
"AI does not use airplanes, because it never builds airfields. I propose to remove the demand of the population for this construction. In particular, a good realization of the idea in the mod of "TCS Improved Aerodrome".
How do you like this idea?
It is not necessary to improve the aerodrome globally, it is enough to remove the requirements of the population for the construction of the aerodrome.
Spoiler Aerodrome :
<GameInfo>
<Districts>
<Update>
<Where DistrictType="DISTRICT_AERODROME"/>
<Set RequiresPopulation="false"/>
</Update>
</Districts>


Does the AI build Aerodromes if the population requirement is removed? I am fine with the possibility of removing it, just curious what your experience has been with it since I haven't experimented too much with aerodromes. FWIW I also feel like Aerodromes arrive so late that by then the Production cost is impractical. You can get around with expending Builders, but the AI doesn't do this.

I will admit I am hopeful the issue with planes gets fixed in the upcoming patches Firaxis has planned.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.11.3 BETA

Assorted stuff in this patch. A lot of it affects Egypt. Also a fairly major change to how Water from housing works for the purpose of Aqueducts.

Balance Changes

Civs

  • Egypt
    • Egypt's ability set has been changed somewhat since the last rollout. I decided relying on rivers and deserts was just too much, and I preferred the Sphinx changes to the other changes. So no longer are Egypt's abilities tied to rivers.
    • Cleo no longer has +2 trade...

Read the rest of this update entry...
 
Just one quick question re: sphinx. In the description, it says it provides faith and culture to surrounding desert tiles; does that apply to flood plains or oases as well? But not grassland/plains/etc.?

Looks fun. Will try it tomorrow.
 
One other thought, re: aqueducts. I like any change that brings regional effects, it adds another layer of strategy to the game. However, if they still provide a Great Engineer point, it will still be tempting to build one in every city where it is possible, especially since they don't count against the district cap. I was thinking about this the other day; let Rome have that particular bonus with the Bath, but dropping it for everyone else would let the Bath feel more unique.

Another option would be what CrazyScot did in his mod--make aqueducts supply extra food to every tile in a 2-tile radius; that seemed a bit overpowered to me, but a one tile radius isn't completely crazy.
 
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