Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

1) what about "recon units ignore ZOC" for god of the open skies?

2) definitely agree on the religious beliefs feeling underwhelming, I've been using Rush's Religious Rebalance which works great alongside your tweaks. I find myself always picking the pantheon belief that gives +4 in capital though ( fertility rites I think? ) , having such a strong bonus early on has a snowball effect.

3) ambassador suite is mutually exclusive with zoo but not aquarium atm.

4) resource management policy needs a new effect for quo's
 
Is anyone getting a missing asset visual bug when placing a Government Plaza? I didn't used to get this bug, fixed it (I think) but the bug shouldn't have existed in the first place. I'm wondering if it's something new from the March patch. A missing asset would look like a giant red exclamation point on the map instead of the district graphic.
 
Just wanted to add a small update. I believe I've tracked down a really difficult to pinpoint crash to desktop issue related to the Khmer Sangha Monk unit and AIs other than Khmer. Basically, non-Khmer civs can attempt to build this unit although they shouldn't be able to. Most of them won't try, which is why the crash rarely happens. But if the unit ends up in their build queue the game will CTD. The main culprit civ I've been noticing is AI India, maybe because they tend to focus on faith.

I'm still deciding how to fix this. It may mean the end of the Sangha Monk unit entirely, which would make me sad. But if I'm forced to avoid a CTD I may convert this unit back to the standard "Warrior Monk" unit and remove the bonus from Aqueducts, or else change that bonus somehow.

If you are a player of the Khmer civ and have strong feelings about this one way or another please feel free to chime in. I don't think I've heard any remarks from players about the Khmer since their ability set launched last year.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.7 ALPHA for Rise and Fall

Fix for a major crash to desktop issue and some other changes. General theme of changes is:
  • Redesigned of a number of abilities that granted huge production bonuses, to prevent abuse of production overflow
  • Got rid of some "on city capture" bonuses that dont play well with free cities and city flipping

Bug Fixes
  • Fixed a possible crash to desktop caused by AI players trying to access the Khmer Sangha monk unique unit in their build queues

Changes to...

Read the rest of this update entry...
 
Those sound like exciting changes; looking forward to giving it a go, after finishing my current Rule With Faith game. That is another excellent mod; if there were a way to combine it's new policies and policy categories and Great Theologians with your mod, I might not ever play another game for the rest of my life.
 
Those sound like exciting changes; looking forward to giving it a go, after finishing my current Rule With Faith game. That is another excellent mod; if there were a way to combine it's new policies and policy categories and Great Theologians with your mod, I might not ever play another game for the rest of my life.


I'm not familiar with Rule with Faith. Can you give me a summary of what you think you would need to make the mods compatible? Is it just that both mods edit the Policies?
 
I'm not familiar with Rule with Faith. Can you give me a summary of what you think you would need to make the mods compatible? Is it just that both mods edit the Policies?

Whooooo boy. I'm pretty sure they would not be compatible, by definition, unfortunately. Both are pretty big overhauls. RwF doesn't touch leaders at all, at least. However, it gives several new governments, with their own major and minor bonuses; a couple new categories of politics (religious and culture), and reshuffles old policies into them as needed and adds many new ones; and has a new Great Person, Great Theologians, basically a way to use your Great Prophet points after founding a religion. It has a wiki here: https://civ6customization.gamepedia.com/Rule_with_Faith

It is a great mod, very different from yours. Policies and governments seems to be the major conflict.
 
Whooooo boy. I'm pretty sure they would not be compatible, by definition, unfortunately. Both are pretty big overhauls. RwF doesn't touch leaders at all, at least. However, it gives several new governments, with their own major and minor bonuses; a couple new categories of politics (religious and culture), and reshuffles old policies into them as needed and adds many new ones; and has a new Great Person, Great Theologians, basically a way to use your Great Prophet points after founding a religion. It has a wiki here: https://civ6customization.gamepedia.com/Rule_with_Faith

It is a great mod, very different from yours. Policies and governments seems to be the major conflict.


Now that Firaxis has fixed the mod loading bug I was able to load both Quo's and Rule with Faith at the same time. They are both definitely accessing the same game assets. However, they technically load (from a database standpoint) without errors.

I don't think the new great people or policies will likely cause many issues. There may be some minor conflicts in the Policies. QCT edits a handful of them. But it's mainly small changes.

The new governments probably wouldn't be an issue either. The biggest issue is the existing ones, mainly because QCT overwrites their text strings with a total text reference swap.

Does Rule with Faith still see a lot of updates or is it pretty much a static product at this point? I've been careful to leave room for CQUI, AI+, the various Moar Units mods etc. If Rule with Faith is fairly static and maintains a specific footprint I may be able to work around it.

I'd also like to see the "Leader Buffs Only" stuff come back at some time too. That was originally designed precisely for cases like this where players want the changed leaders but not all the extra stuff the rest of the mod brings. Sadly Rise and Fall has made that very difficult to reimplement.
 
Not sure how active the development is; I don't think there is a mod out there that is as actively developed and tweaked as QCT. Looks like the last update on Steam was roughly a month ago. I just tried it for the first time a week ago, as it looked interesting.
 
Sorry to go back to this topic but I can only sometimes capture a city with a Caravel or ironclad unit and it doesn't seem that ships placed in a city suffer damage.
I've been bombarding several coastal cities with frigates and caravels and for some reason I could capture a city that was formerly from another civ and managed to capture another with an ironclad but for the life of me I can't understand why I can't capture the other coastal cities with either of these units.
Also I've bombarded the cities that have ships in them and I don't see the ships taking damage.
Been playing as Korea with the last update.
Thanks.
 
Sorry to go back to this topic but I can only sometimes capture a city with a Caravel or ironclad unit and it doesn't seem that ships placed in a city suffer damage.
I've been bombarding several coastal cities with frigates and caravels and for some reason I could capture a city that was formerly from another civ and managed to capture another with an ironclad but for the life of me I can't understand why I can't capture the other coastal cities with either of these units.
Also I've bombarded the cities that have ships in them and I don't see the ships taking damage.
Been playing as Korea with the last update.
Thanks.


I've been noticing this too. I'm not sure what changed but I the system isn't as reliable as before. I still think Melee Ships are better as Range 1 units, so I'll likely leave the option. But it's frustrating that you can't consistently capture a city. I've been dragging along a land melee unit recently to assist. Same thing with Anti Cavalry.

If you decide the system is too much to deal with it can be shut off in the options.
 
Digging the tweaks... one question though, is there a way to disable having the ability to produce civ specific districts like the Korean Seawon or England's Royal Navy Dock? Playing w/ JPN and I have these options but not the options for the default "un" civ specific buildings/districts. Thanks!
 
I've been noticing this too. I'm not sure what changed but I the system isn't as reliable as before. I still think Melee Ships are better as Range 1 units, so I'll likely leave the option. But it's frustrating that you can't consistently capture a city. I've been dragging along a land melee unit recently to assist. Same thing with Anti Cavalry.

If you decide the system is too much to deal with it can be shut off in the options.

I can consistently take cities with melee ships, but here is what is happening, and I think it may be a simple issue. I have noticed the following:

1. Melee ships and anti-cavalry ranged ability - if you attach a city within 1 hex of the city, it is always a ranged attack - you have no other choice.

2. However, if you right click on the city from 2 or more hexes away (depending on movement), then you are able to capture cities with all melee units that were converted to have range ability.

It was annoying until I figured this out, but in some circumstances it is still annoying - if your melee unit is already next to a unit or city and you want to capture the city, for example, you have to move out 1 hex, then back in - if you do not have enough movement points or there are already other units in the surrounding tiles, it creates a ridiculous number of unit moves to make it the capture happen.

This only started when the melee ships were converted to ranged ability, but it seemed to affect the land units as well.

Hope this helps.
 
I can consistently take cities with melee ships, but here is what is happening, and I think it may be a simple issue. I have noticed the following:

1. Melee ships and anti-cavalry ranged ability - if you attach a city within 1 hex of the city, it is always a ranged attack - you have no other choice.

2. However, if you right click on the city from 2 or more hexes away (depending on movement), then you are able to capture cities with all melee units that were converted to have range ability.

It was annoying until I figured this out, but in some circumstances it is still annoying - if your melee unit is already next to a unit or city and you want to capture the city, for example, you have to move out 1 hex, then back in - if you do not have enough movement points or there are already other units in the surrounding tiles, it creates a ridiculous number of unit moves to make it the capture happen.

This only started when the melee ships were converted to ranged ability, but it seemed to affect the land units as well.

Hope this helps.

Just to clarify on the land units - I have found this issue with spearmen, pikemen etc., not regular melee like swordsmen and musketeers. Strangely, within 1 tile of a city, I believe I noticed that I could capture a city with ONLY non-anti-cavalry melee units.
 
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Just to clarify on the land units - I have found this issue with spearmen, pikemen etc., not regular melee like swordsmen and musketeers. Strangely, within 1 tile of a city, I believe I noticed that I could capture a city with ONLY non-anti-cavalry melee units.

Sorry for the additional post, but it reminded me that the 1 or more hex from enemy issue also applies to whether or not a melee ship will use its range ability or usual melee ability.
 
Noticed that when playing Denmark's Grote Riverin ability, which gives +2 adjacency bonus from rivers to Holy Sites & Campus, something has caused that bonus to change to +1 for Holy Sites (but not Campus). I *think* it may be that I selected River Godess as my pantheon belief, which gives a minor adjacency bonus of +1, which I'm guessing may have overwritten the Grote Riverin abilities' +2 river adjacency bonus for Holy Sites. Using latest QCT.
 
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