Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Similar issue - 5.0.6 was stable for me, 5.0.8 is causing conflicts.
1) Most notable is a conflict between Quo's and JFD's Rule with Faith. -- 5.0.8 won't load with other mods; when just Quos + JFD then the civics tree screen won't open
2) I think changes to pantheon in 5.08 are causing conflicts with mods that affect religion faith (religion history, rule with faith, etc.)

Sticking with 5.0.6 now as it's stable for me.


Can you post a copy of the Database.log file after a crash? I can't say for sure what would cause the conflict because I am not familiar with Rule with Faith or other mods that change religions. In general, in my coding I avoid DELETE statements in order to avoid a possible conflict, but if other mods contain DELETE in them it's possible QCT is referencing a value the other mod is nullifying, which would cause a crash.
 
FYI version 5.0.8 is now published to Steam. Note that in general I recommend sticking with either the CivFanatics or the Steam version, not both. The Steam version is updated much less often than the CivFanatics version. But is updated every few months for the mostly-stable releases.
 
It's interesting that you guysare finding Anti-Cavalry to be overpowered. In my playthroughs they've been really weak. I was thinking I needed to buff them again. Are you buiding lots of calvary armies? I suppose I build a lot of Infantry armies and that is why I seem to wipe them out. Poor AI Greece tried to build its UU and I wiped the floor with them. Maybe its a difference in tactics?

I think the Anti Cav are pretty weak, especially as I play the Greeks a lot, the Hoplites are pretty crap against other melee units, I feel it better to build Composite archers rather than Hoplites.
Being a history buff, I find it annoying that they slot Hoplites as anti cavalry, they where the backbone of the Hellenic armies and fought mainly against other infantry.
 
I think the issue Myrddin has with current anticavalry implementation is that they kinda fall outside of the rock paper scissors paradigm the other classes inhabit ( because they can easily get a promotion to offset their penalty vs melee, and they can use ranged attack vs them to avoid damage )

I liked having them be good on defense and weakish when attacking, it gave them a more clear identity. I think the ideal balance would be having them at +5 -5, ditching the changes to echelon and zweihander promos ( they don't really offset each other anyway since one is lvl 1 and the other is lvl 3 ) , boost the base combat bonus for melee vs anti cavalry ( and for anticavalry vs cavalry ) to 15 and reduce the penalty for barb spearmen to -5. with a lower melee combat score the fact that they can attack in both ranged and melee should stop being an issue.
 
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Hi , I have some problems with this mod , when i use it (without any mods) , after launching a game , the launcher rollback in the main menu of this game , how can i resolve this problem ?
 
I attempted to download Rule with Faith to see if I could see what the conflicts were, but I was unable to start a game with Rule with Faith at all, with or without QCT enabled. It seems a lot of mods, sometimes including mine, are running into a new issue with Rise and Fall and a conflict of some sort with the DLC civilizations. I'm not sure what the ETA on a fix is. It may be something that has to come from Firaxis, because the issue seems to be a problem with correct load order. There's a player-created fix of sorts out there, but whether it works to correct the issue seems to be up in the air.
 
I am crashing back to start menu when attempting to load. I turned off all other mods and have the same issue. This was not the case with earlier versions. Any suggestions?
 
I am crashing back to start menu when attempting to load. I turned off all other mods and have the same issue. This was not the case with earlier versions. Any suggestions?


Any chance you do not have the Khmer and Indonesia DLC pack installed? I've just identified an issue where the mod accidentally references a RequirementSet that DLC creates. I think without the DLC enabled it could be causing a crash back to the menu. I'm working on a fix now.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v5.0.9 for Rise and Fall

This version of the mod contains fixes for crashes back to the Main Menu.
  • Fixed a bug introduced in v5.0.8 that caused the mod to crash back to the Main Menu if the player did not have the Khmer / Indonesia DLC pack installed.
  • Removed the "Civilization Buffs Only" ruleset from the available choices at the start of the game, because due to changes in Rise and Fall it no longer works correctly. No ETA on when and if this option will return.

Read the rest of this update entry...
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v5.0.9

Contains fixes for some crashes back to the Main Menu.
  • Fixed a bug that could cause a crash back to Main Menu when attempting to load the mod without the Indonesia/Khmer DLC enabled.
  • Removed the Civilization Buffs Only ruleset since it is not working. Not sure what the ETA on the return of this feature is, since R&F makes it difficult to apply the original intent of this feature.

Read the rest of this update entry...
 
You may note that two versions of v5.0.9 were just published. They are actually identical, except the first one still lists the version number as v5.0.8. I deleted the first copy from the available version history, but not before 6 of you downloaded it. If you just downloaded and the version listed is still v5.0.8 it will probably still work, its just I forgot to hit Save before posting. :P

Also, v5.0.9 has just been pushed out to Steam as well.
 
well to answer about spearman (my problem is more about the spearman maybe than just the whole anty cav line) this tech is just a must have as soon as possible in your mod. Cuz if you dont have iron available, they become just really too powerful.
Should spearman win vs warrior ? i'm not against cuz they are a technology higher. But what bother me is, if you face a spearman with your warrior, both will take damage, turn of ur opponent, only your warrior will take damage due to the range attack of the spearman making them really reliable and durable.... and you have no way to counter that until you find iron...
the only way to deal with that is to face spearman with spearman letting the rest of ur army sit and watch.
And the problem is in my games i'm often at war at the beginning of the game when often you don't even have discover iron or stuff like that... Again 2 games are not enough to judge and give a proper opinion. it is just tickling me. And the fact that a strategic ressource unit (swordsman) is stronger than a no ressource unit is totally fine by me.

By the way i find the acquisition of tiles by borders expansion far too fast (for my taste). Ok in the vanilla game it is far too slow, but here you reach without difficulties the 3 tiles range in no time (your new government policy giving all city without monument +2 culture znd +100% prod towards monument is already helping for me you dont need to be so generous.... and it totally screw the 20% reduction cost buying tile card) How could i manually fix it ?


The AI at that point was simply incapable of taking a city with walls, even from another AI. The Encampment was moved to its location on the Civics tree because it goaded the AI at the time to build Encampments. The idea was at least if not every city had walls, the AI would be capable of occasionally taking other cities and snowballing its empires.
yes that is the problem with balancing mod.... you can't always add cool stuff cuz if the AI can't use it properly it is just giving an edge to the player... so sometimes you have to be tricky to find stuff that can be used by the player AND the AI...
 
well to answer about spearman (my problem is more about the spearman maybe than just the whole anty cav line) this tech is just a must have as soon as possible in your mod. Cuz if you dont have iron available, they become just really too powerful.
Should spearman win vs warrior ? i'm not against cuz they are a technology higher. But what bother me is, if you face a spearman with your warrior, both will take damage, turn of ur opponent, only your warrior will take damage due to the range attack of the spearman making them really reliable and durable.... and you have no way to counter that until you find iron...
the only way to deal with that is to face spearman with spearman letting the rest of ur army sit and watch.
And the problem is in my games i'm often at war at the beginning of the game when often you don't even have discover iron or stuff like that... Again 2 games are not enough to judge and give a proper opinion. it is just tickling me. And the fact that a strategic ressource unit (swordsman) is stronger than a no ressource unit is totally fine by me.


Spearmen are more expensive than Warriors. Yes, I think they should be somewhat competitive with Warriors since Warriors are a default unit. The balance I was looking at in making this decision was Civ 4.

I don't play my mod as often as some players do, because I'm usually busy modding, so I'm not always 100% familiar with ideal strategies. :) However, I don't find a need to rush to Spearmen. I think you are correct that not finding Iron makes the Spearmen a somewhat viable unit. They are arguably stronger than a Warrior and IMO they should be, because they cost more. They get crushed by Swordsmen, a unit that has a resource requirement.

In my games I rarely build Spearmen unless I know I'll be facing a Cavalry rush (Scythia or Mongolia mainly). Sometimes I build 1 or 2 for the Eurekas and leave it at that.


By the way i find the acquisition of tiles by borders expansion far too fast (for my taste). Ok in the vanilla game it is far too slow, but here you reach without difficulties the 3 tiles range in no time (your new government policy giving all city without monument +2 culture znd +100% prod towards monument is already helping for me you dont need to be so generous.... and it totally screw the 20% reduction cost buying tile card) How could i manually fix it ?

You can edit the speed in the MyOptions file. The default value is 500. Like everything in this mod, this feature was added in Vanilla for specific reasons related to how the game played at that time. At the time, civilizations were not bothering to buy tiles or expand their borders, leading to empty looking maps. This mod adopted a border pop speed roughly equivalent to Civ 4.
 
Warriors are basically cavemen where as spearmen are bronze age soldiers, warriors should not beat spearmen.
 
FYI I've run into an issue with publishing to Steam causing a crash of the Firaxis tools. That being the case, I've pulled the Steam version of this mod from availability. For the time being it will be a CivFanatics-only mod, unless/until I can figure out what causes the uploader to crash.
 
FYI I've run into an issue with publishing to Steam causing a crash of the Firaxis tools. That being the case, I've pulled the Steam version of this mod from availability. For the time being it will be a CivFanatics-only mod, unless/until I can figure out what causes the uploader to crash.

I can confirm confuzzly`s latest comment. Quo v5.0.9 fixed the crash to main menu bug.
On my pc it does not seem to be related to Indonesia/khmer dlc. Whatever happened you fixed the bug for me.

Currently running quo with
- better trade screen
- Moar units
- More lenses
- production que
- Real great people
- Warfare expanded
- Yet not another map pack

Quo broke the AI+ mod for me sadly. which i have disabled now.
 
I don't know if it's this mod or not, and not sure how to check, but in all my games I've tried to start as the Mongols, the Ordu bugs out and can't be constructed, showing either "-" or "999+" as the construction time.
 
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