Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

version 3.14 works OK, but with 3.15 my game will not start... (says "game starts" on a blck screen, then drops back to main menu)

Can you please post a copy of your Database.log file? I can't duplicate the issue by turning off the DLC so I wonder if something else is going on.


Hi I'm only using this mod and I'm getting the "Please wait" bug on turn 182 into turn 183. I don't know what the protocol is for uploading save games or whatever.


Sorry, I'm not familiar with this bug. What happens when it shows up?


Hi guys. I just heard about the mod for the first time. Want to know if it is compatible with the MOAR unit mod?
It`s the only mod i had running beside some small UI and AI+ mod before the fall patch made most mods obsolete.


It should be generally compatible with MOAR units. There may be some units that are balanced differently, particularly Anti-Cavalry and Siege units. In general, the mod will also apply its values to these units, the question just becomes whether they are under/overpowered when manipulated in this way. In general though, any mod that simply adds more units, leaders, or maps should be compatible with this mod. Its really only mods that make gameplay changes that may conflict.
 
Just to let you know, I've been using version 3.15.0 (plus lots of other mods), since the Fall patch, and have been having no problems starting or playing Civilization VI.

Please note that the separate CQUI - Community Edition mod will totally bomb your game since the Fall patch, so please make sure you don't use that mod until it gets properly fixed.

However, I've had no problems at all using the latest Quo's Combined Tweaks mod.
 
Hi Everybody,
Thanks a lot Quo for this MOD. I can't play civ 6 anymore if I don't enable this mod. :goodjob:

This message is for everybody and anybody who can help me out in this query:
I'm curious to try a scenario from this mod where everything else is at vanilla setting but only the hardcore ruleset, i.e disable science and culture per population is enabled.

I have some background in technology but after trying again and again I'm failing to do so. If anybody can help me out, I'd really appreciate.

Scenario Requested - Disable science and culture per population only.

Thanks!!
 
Hi Everybody,
Thanks a lot Quo for this MOD. I can't play civ 6 anymore if I don't enable this mod. :goodjob:

This message is for everybody and anybody who can help me out in this query:
I'm curious to try a scenario from this mod where everything else is at vanilla setting but only the hardcore ruleset, i.e disable science and culture per population is enabled.

I have some background in technology but after trying again and again I'm failing to do so. If anybody can help me out, I'd really appreciate.

Scenario Requested - Disable science and culture per population only.

Thanks!!


If you want to shut everything off and are okay meddling with mod files, you can go into Changes.modinfo and comment out the segments of the Update Database section that load files you don't want to load. The "hardcore" rules are in a file called Quo_PopYield_Code.sql. Note that there is a different Update Database set of actions for each Ruleset. (If you are super comfortable with modding, you can even create a whole new Ruleset, but the explanation of how is beyond the scope of this post, its easier to just edit on of the existing rulesets).

Make sure you don't comment out any of the files with AA in their names. These are required to set up the rest of the mod.




upload_2017-10-23_17-40-27.png
 
version 3.14 works OK, but with 3.15 my game will not start... (says "game starts" on a blck screen, then drops back to main menu)
I'm having the same issue. I've also tried a fresh install of this mod with all other mods disabled and still dropping back to the main menu.
 
I'm having the same issue. I've also tried a fresh install of this mod with all other mods disabled and still dropping back to the main menu.

If you are on PC can you please go into the game try to play with the mod and after it returns to the main menu screen go to Documents\My Games\Sid Meier's Civilization VI\Logs and post a copy of Database.log here?
 
If you want to shut everything off and are okay meddling with mod files, you can go into Changes.modinfo and comment out the segments of the Update Database section that load files you don't want to load. The "hardcore" rules are in a file called Quo_PopYield_Code.sql. Note that there is a different Update Database set of actions for each Ruleset. (If you are super comfortable with modding, you can even create a whole new Ruleset, but the explanation of how is beyond the scope of this post, its easier to just edit on of the existing rulesets).

Make sure you don't comment out any of the files with AA in their names. These are required to set up the rest of the mod.




View attachment 479420
Thanks a lot brother :)
This really helped. I made the changes and now I am able to play the scenario I wanted to play.

I didn't do the new ruleset, just commented out the non-required files.

Thanks again!!
 
If you are on PC can you please go into the game try to play with the mod and after it returns to the main menu screen go to Documents\My Games\Sid Meier's Civilization VI\Logs and post a copy of Database.log here?
having same problem here...cant upload file so here's text.

[1330879.059] [Localization]: Validating Foreign Key Constraints...
[1330879.059] [Localization]: Passed Validation.
[1330879.067] [Configuration]: Validating Foreign Key Constraints...
[1330879.067] [Configuration]: Passed Validation.
[1330886.826] [FullTextSearch]: Initializing FullTextSearch
[1330887.118] [Gameplay]: Validating Foreign Key Constraints...
[1330887.128] [Gameplay]: Passed Validation.
[1330887.508] [Configuration]: Validating Foreign Key Constraints...
[1330887.509] [Configuration]: Passed Validation.
[1330905.417] [FullTextSearch]: FTS - Creating Context
[1330913.269] [FullTextSearch]: FTS - Creating Context
[1330936.636] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType
[1330936.636] [Gameplay]: While executing - 'insert into UnitAiInfos('UnitType', 'AiType') values (?, ?);'
[1330936.636] [Gameplay]: In XMLSerializer while inserting row into table insert into UnitAiInfos('UnitType', 'AiType') with values (UNIT_RANGER, UNITTYPE_RANGED, ).
[1330936.636] [Gameplay]: In XMLSerializer while updating table UnitAiInfos from file delnars_fixes.xml.
[1330936.636] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType
[1330936.677] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1330936.677] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1330936.677] [Gameplay]: Validating Foreign Key Constraints...
[1330936.686] [Gameplay] ERROR: Invalid Reference on TraitModifiers.TraitType - "TRAIT_LEADER_EXALTED_GODDESS" does not exist in Traits
[1330936.688] [Gameplay]: Failed Validation.
[1330936.726] [Gameplay]: Validating Foreign Key Constraints...
[1330936.739] [Gameplay]: Passed Validation.
[1330937.658] [FullTextSearch]: FTS - Creating Context
[1330937.838] [Configuration]: Validating Foreign Key Constraints...
[1330937.838] [Configuration]: Passed Validation.
[1330942.668] [FullTextSearch]: FTS - Creating Context
[1330945.452] [Configuration]: Validating Foreign Key Constraints...
[1330945.452] [Configuration]: Passed Validation.
[1330955.737] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1330955.737] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1330955.737] [Gameplay]: Validating Foreign Key Constraints...
[1330955.748] [Gameplay] ERROR: Invalid Reference on TraitModifiers.TraitType - "TRAIT_LEADER_EXALTED_GODDESS" does not exist in Traits
[1330955.750] [Gameplay]: Failed Validation.
[1330955.786] [Gameplay]: Validating Foreign Key Constraints...
[1330955.800] [Gameplay]: Passed Validation.
[1330956.542] [FullTextSearch]: FTS - Creating Context
[1330956.656] [Configuration]: Validating Foreign Key Constraints...
[1330956.656] [Configuration]: Passed Validation.
[1330960.253] [FullTextSearch]: FTS - Creating Context
[1330966.388] [Configuration]: Validating Foreign Key Constraints...
[1330966.389] [Configuration]: Passed Validation.
[1330972.995] [Gameplay]: Validating Foreign Key Constraints...
[1330973.005] [Gameplay]: Passed Validation.
[1330977.349] [FullTextSearch]: FTS - Creating Context
[1330977.500] [FullTextSearch]: FTS - Creating Context
[1330977.937] [FullTextSearch]: FTS - Creating Context
[1331001.439] [FullTextSearch]: FTS - Creating Context
[1331001.532] [Configuration]: Validating Foreign Key Constraints...
[1331001.533] [Configuration]: Passed Validation.
[1331005.075] [FullTextSearch]: FTS - Creating Context
[1331007.650] [Configuration]: Validating Foreign Key Constraints...
[1331007.650] [Configuration]: Passed Validation.
[1331014.623] [Configuration]: Validating Foreign Key Constraints...
[1331014.623] [Configuration]: Passed Validation.
[1331014.934] [Gameplay] ERROR: no such table: BaseGameText
[1331014.934] [Gameplay]: In Query - insert into BaseGameText('Tag', 'Text') values (?, ?);
[1331014.934] [Gameplay]: In XMLSerializer while updating table BaseGameText from file BetterTradeScreen_Text.xml.
[1331014.960] [Gameplay]: Validating Foreign Key Constraints...
[1331014.971] [Gameplay]: Passed Validation.
[1331017.516] [FullTextSearch]: FTS - Creating Context
[1331017.991] [FullTextSearch]: FTS - Creating Context
[1331018.814] [FullTextSearch]: FTS - Creating Context
[1331092.602] [FullTextSearch]: FTS - Creating Context
[1331092.709] [Configuration]: Validating Foreign Key Constraints...
[1331092.709] [Configuration]: Passed Validation.
[1331097.411] [FullTextSearch]: FTS - Creating Context
[1331100.906] [Configuration]: Validating Foreign Key Constraints...
[1331100.906] [Configuration]: Passed Validation.
[1331131.356] [Configuration]: Validating Foreign Key Constraints...
[1331131.356] [Configuration]: Passed Validation.
[1331143.934] [Gameplay] ERROR: no such table: BaseGameText
[1331143.934] [Gameplay]: In Query - insert into BaseGameText('Tag', 'Text') values (?, ?);
[1331143.934] [Gameplay]: In XMLSerializer while updating table BaseGameText from file BetterTradeScreen_Text.xml.
[1331143.941] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType
[1331143.941] [Gameplay]: While executing - 'insert into UnitAiInfos('UnitType', 'AiType') values (?, ?);'
[1331143.941] [Gameplay]: In XMLSerializer while inserting row into table insert into UnitAiInfos('UnitType', 'AiType') with values (UNIT_RANGER, UNITTYPE_RANGED, ).
[1331143.941] [Gameplay]: In XMLSerializer while updating table UnitAiInfos from file delnars_fixes.xml.
[1331143.941] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType
[1331143.985] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1331143.985] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1331143.985] [Gameplay]: Validating Foreign Key Constraints...
[1331143.995] [Gameplay] ERROR: Invalid Reference on TraitModifiers.TraitType - "TRAIT_LEADER_EXALTED_GODDESS" does not exist in Traits
[1331143.997] [Gameplay]: Failed Validation.
[1331144.038] [Gameplay]: Validating Foreign Key Constraints...
[1331144.051] [Gameplay]: Passed Validation.
[1331144.984] [FullTextSearch]: FTS - Creating Context
[1331145.142] [Configuration]: Validating Foreign Key Constraints...
[1331145.142] [Configuration]: Passed Validation.
[1331154.093] [FullTextSearch]: FullTextSearch - Shutting down
 
Thanks for the bug reports. I can see an issue with versions 3.15.0 and 3.15.1 of the mod where the code isn't properly checking to see if a player does not have the latest DLC installed. If you do not have the new Indonesia and Khmer civs installed, please use version 3.14.9 until an update can be rolled out. Unfortunately the game is giving me major problems unrelated to the mod and I am not sure how long it will take to roll out a fix.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v3.15.2

This update is an attempted fix to some issues some players who did not have the newest civ DLCs installed were experiencing, along with a few minor balance adjustments.

Bug Fixes
  • Players without Indonesia/Khmer should no longer crash back to the main menu when attempting to start a game
  • Fixed a bug with Brazil's Brazilian Revolution project that caused the icon to display incorrectly

Changes to Civs
View attachment 479534

  • ...

Read the rest of this update entry...
 
Looking forward to re-installing this now that the new patch/DLC is out. I miss a lot of the fun over-the-top changes like giving anti-cavalry ranged attacks.

I do disable rocketboots though :)
 
2 is the correct number in that case. The AI gets 2 free science per district at Tier 3, but just 1 culture/district. It's set up that way to mimic the spread of free tech/culture in the base game from population that Hardcore science and culture rules remove (they get 0.7 free science and 0.3 free culture from population in the unmodded game).

Note that the bonus stacks per tier (so at Tier 3, they're really getting 1+ 1 +2 = 4 free Science, and 1+ 1+ 1 free Culture).

Basically the bonuses are there because the AIs aren't smart enough to build Campuses and Theaters like they should according to the rules of this mod.

I left that value as 1...

in my game now Sumer has 8 cities on a tiny map, online speed, smoother mod Emperor,
and in turn 178 he is making 402 sci (!), has 49 techs.

I am USA, I have 10 cities, I make 138 sci, and have 42 techs...

others civs are behind, 3rd is Kongo with 88 sci, 36 techs...

maybe Sumeria is OP?

edit: Gilga is also leading in culture, too... plus he has biggest army, too...

edit2: in the end Gilga managed to have 800 sci/turn (!) - double of what I had...
 
Last edited:
Heads up, the Sangha Monk mechanic for the Khmer appears to be broken. I'm trying to figure out how to fix it. You will still get the free Sangha Monk when you build an Aqueduct, but their Strength doesn't increase with extra Aqueducts like the description says. Luckily got my copy of Civ working again on my laptop, so I may be able to release a fix soon.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v3.15.3

A bug fix and an update to the calculation for converting Anti Cavalry to ranged units.

  • Changes to Anti-Cavalry
    • The formula for converting Anti Cavalry to ranged units has been updated to:
      • RangedCombat = Combat +1
      • Combat = Combat -1
    • This is changed from:
      • RangedCombat = Combat -7
      • Combat = Combat +7
    • Anti-Cavalry can now take cities if you drag the unit onto the city instead of using the Ranged icon. They will take...

Read the rest of this update entry...
 
Thanks for all the great work. I just downloaded; installed. Seems solid so far. v3.15.3
 
Heads up players, the next release will likely be a roll up to a new version number (likely 4.0.0). There is a new system I am unveiling related to Random Agendas that will expand those mechanics a bit. I don't think it will totally reinvent the game, but it might at least make you more likely to put effort to discovering your opponent's agendas are and finding ways to exploit them. We will likely start with small changes and build the system up from there. Details soon I hope.
 
Sounds interesting; looking forward to it! Finally got back into Civ6 with the new update, just finished a game of Quo's with Indonesia. Incredibly powerful with your adjustments to harbors/water tiles.
 
Well here's a screenshot you never want to see after hitting Save freezes your computer:

upload_2017-10-26_21-43-54.png



Basically everything I had planned for version 4.0 just got nuked in one tremendous bout of bad luck. I don't have a backup since the code was so new. So I'll be putting the update on ice for a little while. The code isn't difficult but it is tedious.
 
Good news. A portion of the code that got wiped yesterday had been input into SQLite Studio for a test run against the database and I was able to restore a chunk of it in the History tab. The rest of it I was able to recreate by querying the game's database to find the values (I got super lucky and hadn't run the game since the code had been injected, so the values were still stored in there). So things are up and running again.
 
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