Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Getting crashes also. I had turned off the Great People mod. I only play the game with your mod. :)

Thanx for your reply Balerune. Then i’ll keep the great people mod on for now.
I’ve got 600+ hours on civ 6 so far. Did not encounter a crash like this before.
It is just a crash to desktop followed by a small white box to sent crash report to devs.
Tried an older save to see if i could play on but the game just crases on the same exact point twice.
 
Hi there!
Can somebody please help me to create a separate rule-set to just include the pop yield i.e. to include only the functionality where science and culture are disabled when there is an increase in the population.
I've tried but I'm unable to see the effects during the rule-set selection.
If somebody has time, please help me out.

Thanks!
 
how can I turn off the AI tantrum mod? it seems to be broken for me (all cives denounce me 1 turn after meeting for no reason) and the do nothing rest of the game...
 
by supporting the pre-DLC version, I didn't mean adding stuff for pre- and post-dlc (getting 5.0 to work without the DLC), but rather making it so what we had before the dlc was released actually works properly after the patch (getting 4.0 to work without the DLC after the patch). for example, CQUI plans on making an update for post-patch, pre-dlc, and after that's up and working properly, all updates after that will require the DLC. the patch borked both YnAMP and CQUI, and it's causing problems in your mod too.

a 4.0.1(hotfix) ALPHA would be fine by me lol

The only feature from the v4 Alpha that did not roll up to v5 is the Leader Secret agendas. The reason they didn't make the release of v5 is they were already a bit hard to debug, and when Firaxis released the expansion it came with new Hidden Agendas that would require new code to account for. So, it wouldn't be possible to have v4 work with the new patch. It will all have to roll up to v5.

The secret agendas were a huge time sink for me--that one piece took about four or five times as long to create as most of the rest of this mod, and they still weren't complete prior to the release of R&F. Based on that I am not sure what the timeline is to get them working for R&F.


My game keeps crashing on the 103th turn. I only have great people portrait mod on besides Quo.

Is possible can you post a save game? It is is possible something new in R&F is causing a conflict.
 
The only feature from the v4 Alpha that did not roll up to v5 is the Leader Secret agendas. The reason they didn't make the release of v5 is they were already a bit hard to debug, and when Firaxis released the expansion it came with new Hidden Agendas that would require new code to account for. So, it wouldn't be possible to have v4 work with the new patch. It will all have to roll up to v5.

The secret agendas were a huge time sink for me--that one piece took about four or five times as long to create as most of the rest of this mod, and they still weren't complete prior to the release of R&F. Based on that I am not sure what the timeline is to get them working for R&F.




Is possible can you post a save game? It is is possible something new in R&F is causing a conflict.

I am sorry. Spend 2 hours today solving another issue with Steel mod and deleted all saves during process.
 
Waiting patiently on this mod to be compatible before buying the expansion. I refuse to play Civ VI without it.
 
Waiting patiently on this mod to be compatible before buying the expansion. I refuse to play Civ VI without it.

At this point the mod appears to be mostly compatible, or at least functional. There are a lot of features in the mod, but most of them appear to have survived the transition. The only missing feature at this point is the secret agendas that were alpha tested in v4.0.
 
My son and I have been playing with the mod in a multiplayer match and have come across no problems at all (Marathon - played to 600 AD), only thing of note is no unit maintenance costs, but that may be part of the mod.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v5.0.3 ALPHA for Rise and Fall

Some further adjustments now that I've had time to look at how the mod plays with Rise and Fall.
  • Russia now receives its x2 free Uranium when the world reaches the Atomic era (not necessarily when Russia itself reaches that era)
  • Germany now receives its +2 cavalry movement when the world reaches the Modern era (not necessarily when Germany reaches that era)
  • Germany now receives its x5 bonus gold for capturing cities during Golden Ages (as opposed to at any time)...

Read the rest of this update entry...
 
Thank you for this nice mod, i just was trying out this mod and had a bug where after founding a new city with tomyris , the border growth was set to -1 and not chaning at all.
 
not sure if I mentioned this already, but I find myself always replacing the "initial impressions decay faster" code in the Tantrum section with this instead:

Code:
-- Make first impression neutral for all difficulties (default: -1/level).
UPDATE ModifierArguments SET Extra=0 WHERE ModifierID='STANDARD_DIPLOMACY_RANDOM' AND Name='DifficultyOffset';


which I think is preferable since the issue with first impressions is not really that they last too long but that on high difficulties the AI will hate you just because :D

by the way, I guess the "summer patch fixer" code in there is not needed anymore but I haven't played in a while so don't take my word for it
 
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Loving the mod! Seems easier than vanilla with ai mod installed.. or maybe gorgo is just really good or I pllayed a great round..

I tried to run Moar units with your mod and crashed.. I didn' see that you mod messed with the units, is this the case?

Really wish I could get the two together would be a perfect match..well that and a tech tree over haul.
 
Loving the mod! Seems easier than vanilla with ai mod installed.. or maybe gorgo is just really good or I pllayed a great round..

I tried to run Moar units with your mod and crashed.. I didn' see that you mod messed with the units, is this the case?

Really wish I could get the two together would be a perfect match..well that and a tech tree over haul.


Moar Units is supposed to work with this mod and did with Vanilla. I don't know what the status of that mod is with the expansion, so possibly there is a new conflict that arises we will have to solve.
 
it's still compatible with MOAR and S&T, just gotta apply Gedemon's fix: https://forums.civfanatics.com/reso...ng-to-main-menu-with-r-f-and-some-mods.26701/

isau have you thought about the interaction between your changes to Echelon and Zweihander promotions and how MOAR units increases the anti cavalry combat bonus? ( by the way, the updated text for those promotion reads "Calvary" instead of "Cavalry" )
it seems like both mods are tackling the same issue here ( mounted units being too good in the base game ) , I'm wondering if there's a way to have QCT detect if one is using MOAR or S&T and disable QCT changes to those promotions, or change MOAR's anti cavalry bonus back to vanilla ( or make it 10 vs light cavalry and 14 vs heavy cavalry so anti cavalry fights both at the same effectiveness, this would keep both mods' visions intact )

the code that makes scouts and rangers lvl 2 should probably be updated to apply to all recon units so it also applies to the Explorer from Steel&Thunder mod ( since unlike MOAR, S&T does not make recon units start at lvl 2 )

we had talked about a couple changes a few months back which I think you forgot about due to your laptop woes :D : moving Reconquest War to Defensive Tactics, making the Zoo give 2 amenities with the Stadium giving 3, moving the Ambassador Suite to Diplomatic Service ( unless you decide to remove it altogether ) and moving the Sewer to Construction to offset the removal of the Siege Tower

also around that time, one user suggested making Oligarchy have 2 military slots and Autocracy 1 military 1 diplo slots, which should indeed fit those governments better ( btw, the text for Oligarchy currently reads "anti-cavalary" )

you came up with a really nice idea about changing fascism and communism governments which I'm surprised hasn't been implemented, at the time I had them set up as such: +2 range for ranged units and +1 range for antimounted units for communism, and +2 moves for melee units and +1 moves for siege units for fascism

the description for ranged anti cavalry in myoptions is outdated
 
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isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v5.0.4 BETA for Rise and Fall

This is the Beta release of v5.0 (5.0.4). Changes since v5.0.3 have been made, mainly in the name of balance for Rise and Fall.

MyOptions Defaults
The defaults for several MyOptions have been adjusted. You can still go into MyOptions.sql and adjust these how you see fit, its just that as of R&F new recommendations are in place:
  • Hardcore Science and Culture now defaults to 0 (OFF). This is the code that reduces free sci and cult from Population to 0. This was added for the...

Read the rest of this update entry...
 
I forgot to mention this in the write up for v5.0.4. You may notice this error in your error log:

upload_2018-2-17_18-6-42.png


tblQuoSoftCrash is an "intentional" crashing table that "soft crashes" out of the code that adds Hardcore rules for Science and Culture. I will eventually work out a way to remove the error from the logs. If you see it, just be aware its not an actual error, its just the mod code (intentionally) rejecting a segment of the updates when Hardcore mode is turned off, as it is now by default.
 
FYI there are a few text bugs I just caught that will be fixed soon. If you encounter them just realize they are just display errors or typos.

- Gilgamesh is missing the text that explains he gets free 30 Culture on turn 1
- Poundmaker's text makes it sound like he only gets +1Food +1 Gold per trade route rather than that amount in the city that receives the route

I've also found some new ways to do things that weren't possible in Civ 6 Vanilla. In the next release, America's Film Studio building will only allow you to build the unique improvements of other civs in the city with the film studio, instead of everywhere like it worked before. That's thanks to new mechanics Firaxis included in R&F.
 
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