thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

I'm still not back yet, but I've finally had a chance to check the forums :)

I have a minor question/request: in your Complete Ruleset, you delete every single building prerequisite as part of the code. This makes it very problematic for it to work with any other mod that adds buildings with prerequisites (if it turns up first in the load order at any rate). I realize that the Complete Ruleset is intended to have limited mod compatibility, but I wonder if there's any chance you could do the code in such a way to simply add/change the building prerequisites on an individual basis instead? I know that'd take a bit more work so I understand if you decline, but I just thought I'd ask :)
That's a perfectly reasonable request, and it shouldn't be too difficult to do. I'll work on that for my next patch! Honestly that's the way I should have done it, but at the time it was easier for some reason to start from scratch.

Just wanted to pop by and say you are doing amazing work. Still going through the first game (using Complete Ruleset), but the pacing has been great and with the combination of AI+, the game felt challenging (which is awesome!).

I have one suggestion, can you add an extra trade route capacity (maybe as a policy with Caravansaries?) somewhere between Foreign Trade and Currency. Early game, I mainly use the traders to build roads hence the routes don't make money. An extra route capacity between that civic and tech could give extra options (like do I balance between road infrastructure and gold, or focus completely on one?) Let me know what you think.
That's a great suggestion, and well-warranted I think given the extra length of the tech and civic trees. I'll add that to the list for the next patch as well!

I do not see where I can change the user options you have added. :-(
Thanks @Bakkagami for resolving this question!

so this is fine with the patch?
There shouldn't be any incompatibilities.
 
I believe it's related to the Observatory building that adds an increased adjacency bonus to the district; I've also seen it happen with Norway's Stave Churches (at least prepatch) which has the same modifier (but for forests rather than mountains). It doesn't do anything harmful, just looks a little silly.
 
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Love the mod so far. Had a question (may have overlooked something): are there changes here that slows science relative to production? My biggest Civ 6 quip thus far is how slow production is relative to your advancement. Seems like there is never much time to use your units before they become obsolete.
 
Love the mod so far. Had a question (may have overlooked something): are there changes here that slows science relative to production? My biggest Civ 6 quip thus far is how slow production is relative to your advancement. Seems like there is never much time to use your units before they become obsolete.
the enhanced and full rule-sets uses the 8 ages of pace mod. so later eras science to get the next tech costs more and more. so depending what speed your playing you will have units for quite sometime before your able to upgrade them.
 
what the hell is this??
tob.png
 
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i have encountered a bug

when reloading a save, the "choose production" is impossible to bring up. I.e. if i click the icon on the right of the city, it doesnt bring up the production list or let me change production. This comes up if the item completes production, but then dissappears again after i select one. This only happens when loading a save.

Mods:

AI+
Better trade screen
detailed worlds
production queue
TCS improved water yields
TCS omnibus mod
Unit report screen
 
i have encountered a bug

when reloading a save, the "choose production" is impossible to bring up. I.e. if i click the icon on the right of the city, it doesnt bring up the production list or let me change production. This comes up if the item completes production, but then dissappears again after i select one. This only happens when loading a save.

Mods:

AI+
Better trade screen
detailed worlds
production queue
TCS improved water yields
TCS omnibus mod
Unit report screen

Have you tried disabling mods one at a time and trying out when it happens? (basically: get into a game with only part of the mods, choose production, save, quit, reload, see if you can change it, continue with other mods until you're sure which mod or mods break it). Considering the mods you use, I'd start looking at the production queue mod first, as it directly deals with the part of the game where the bug is.
 
It must be the great Burgundy Monolith!
or the tower of babel :P

late game when you go to capture a city if it usually has more than 15 pop it takes around 30+ secs for the unit to capture the city after you have sent in in there?
 
i have encountered a bug

when reloading a save, the "choose production" is impossible to bring up. I.e. if i click the icon on the right of the city, it doesnt bring up the production list or let me change production. This comes up if the item completes production, but then dissappears again after i select one. This only happens when loading a save.

Mods:

AI+
Better trade screen
detailed worlds
production queue
TCS improved water yields
TCS omnibus mod
Unit report screen

I mean just for one you shouldn't have TCS improved water yields and the Omnibus at the same time. The water yields mod is already included.
 
Is there something I need to do to get the complete ruleset working with the new DLC? Or is it not compatible right now? It seems to remove the new city-states, their unique improvements, and the new natural wonders from the game at the moment when the ruleset is enabled.

Edit: This might actually be caused by the DLC itself, as it looks like it's only currently set to load with the Standard ruleset.
 
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I like what you're trying to do with this. But I feel like even the lowest level of modification here is going way too far. Baby steps.
 
I mean just for one you shouldn't have TCS improved water yields and the Omnibus at the same time. The water yields mod is already included.

Yup, that was the issue! It's fine after disabling the TCS water yields mod

I'm loving this mod so far. Playing with the complete ruleset and the recommended mods (e.g. AI+). The pace of the game is slowed down a lot but production still cranks and there is a lot more stuff to build. It's way more fun than vanilla, i have yet to get past 180ish turns on vanilla as it got so boring. I'm up to about 180 now and am still going strong. Thanks for the hard work!
 
Is this mod combined with Strategic Industry?
 
Is this mod combined with Strategic Industry?

I can't say for sure, even if only because I don't know a whole lot about strategic industry (I stopped playing it because I didn't like the direction it was going), but it is for sure not compatible with the complete omnibus mod, as strategic industry adds several units (for example to build swordsmen with copper etc), while the complete omnibus removes resource requirements and instead reduces strength if you don't have the resource. There might be other problems, and there might also be problems with the standard omnibus ruleset, but I can't say anything about that for certain. I do think it's likely though, as most mods intend to update the whole game.
 
I noticed that it's virtually impossible, with the overhauled tech tree, to get the eureka for Celestial Navigation ("kill a quadrireme unit"), as quadriremes are unlocked at Shipbuilding, which is two techs further, with Map Making in between. Maybe give Celestial Navigation a different eureka?
 
I agree with this. The current eureka is essentially unattainable, and thus pointless.
 
I noticed that it's virtually impossible, with the overhauled tech tree, to get the eureka for Celestial Navigation ("kill a quadrireme unit"), as quadriremes are unlocked at Shipbuilding, which is two techs further, with Map Making in between. Maybe give Celestial Navigation a different eureka?

Barbarians use quadriremes don't they? Even before the tech is researched I believed. I imagine you'd have to kill one of those.
 
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