thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

Hey, I wanted to ask, can you release the different rulesets as different mods, or, if it's easy, explain how you can split them?

This because rulesets disable many of the achievements for winning a game on map size/with leader/on difficulty level/etc.
 
Could it be that using your ruleset disables the viking DLC?
 
First off great mod and thank you for your efforts to improve Civ 6. That said here is some feedback that i've noticed in my last game.

Seems like some Civs are not prioritizing walls high enough. I started a war with a recently discovered Arabia just off my north coast and was surprised to see that even in the medieval era he had no walls in any of his cities. He eventually did build some walls by the renaissance era at least. In fact his behavior could almost be deemed intelligent given his island isolation and no contact and thus no need for defense(initially I waited about 25 turns to attack), that just seems a bit too clever for the AI to be able to grasp.

A related and more critical issue was the general lack of military build up from just about all the AI. Playing on Emperor I was struggling to keep up in tech and was generally a tier behind when it came to military tech. Despite this I rivaled the strongest military in the world and many of the AI had bare bones armies or none at all according to their scores. In my above Arabian example he seems to have had to build his military almost from scratch to fight me, I had to implement some house rules on myself to prevent steamrolling over him. It's great that he reacted to the threats but I was able to essential pick off his units with outdated troops as they rolled off the assembly line.
 
Hey,
first off, I really like what has been done here. This mod adresses quite a few of the issues I have had with the game, and I while I do not appreciate all choices made, my game experience has been considerably improved. :) That being said, I have a rather annoying problem: I can't buy Apostles in my capital, even though I have both Shrine and Temple built and founded a religion. Is that a bug, or just an undocumented feature that can be rectified in some way?
Thanks for the great work

Fhtagn

Edit: I just realised it IS a feature, and I just have to wait for Theology.
 
Hi there, first of all, really nice mod. I have MAOR units and some other mods with it but have 2 minor bugs.
If I conquer other cities that have built a Aqueduct the bonus is lost if I keep the city. And the carvansary sais that it boost international trade routes but for me thats not true it actually boosts national trade routes...

The AI still fights really bad and there a lot of wars going on but nearly never someone conquers another city...
 
Hi there, first of all, really nice mod. I have MAOR units and some other mods with it but have 2 minor bugs.
If I conquer other cities that have built a Aqueduct the bonus is lost if I keep the city. And the carvansary sais that it boost international trade routes but for me thats not true it actually boosts national trade routes...

The AI still fights really bad and there a lot of wars going on but nearly never someone conquers another city...

You should use AI+ and AI Siege Help, and there's going to be a LOT of cities being conquered on all sides of the wars. I've actually just seen empires rise and fall as time went on. For example, in my last game, Rome was offensive and after a while they started conquering cities everywhere, to the point that I, as neighbour, was afraid I might not be able to withhold them. However, later on, I liberated France (who had been conquered by China early on) and then Rome got into a war with several at the same time and France of all nations (they were like two full eras behind on most) managed to conquer several cities, slinging themselves back into the game quite well, while Rome was reduced to some far-apart cities (I have to admit I took my share of the loot too by conquering one of their cities (and buying a city France had conquered on them) so that I would have a coastal city at the other side of the continent).
 
Hey, I wanted to ask, can you release the different rulesets as different mods, or, if it's easy, explain how you can split them?

This because rulesets disable many of the achievements for winning a game on map size/with leader/on difficulty level/etc.
Could it be that using your ruleset disables the viking DLC?

Quoting for visibility because I find that I really want to continue playing with this mod, but also want to have the Viking DLC and achievements.
 
Aaaaaaand now I have to wait for the mod to be updated to work with the workshop/the current version, because there is no way I'll play without it again (unless there are massive changes to vanilla).
Damn auto-updates.
 
Aaaaaaand now I have to wait for the mod to be updated to work with the workshop/the current version, because there is no way I'll play without it again (unless there are massive changes to vanilla).
Damn auto-updates.
Meanwhile, I have to wait for the mod to be updated — and for Aspyr to release the patch for Apple... :dunno:
 
I'd swap with you gladly. Being able to play the mod is waaaaaay more important than having the patch. ;)
 
I have been able to play with the recent patch and this entire mod package (i.e. the other mods recommended by the author.). It just takes an insane amount of time to load a saved game or to start a new one. Start the load or create, go to bed and play the next day.
 
This will probably not be a surprise, but I can confirm that starting a new game with the mod after the Australia update enabled doesn't actually include many of the mod's changes (in particular the updated tech/civic maps). It does fix the load time, though.

Update: It is only the complete that doesn't seem to work. The enhanced and below seem to keep the changes and load just fine.

Update: Word is its the modified tech tree that has some hidden bugs post patch that is causing the slow loading times.
 
Last edited:
Any one have any idea what might have happened between yesterday and today? I was playing this + Victory Reformation + MOAR on the YnAMP map with the Complete Ruleset yesterday... I went to load my game today and it wouldn't work. I also cannot create new games using the Complete Ruleset + Victory Reformation at all.
 
I've been playing with the latest version of omnibus, along with the mods suggested in the headlining post. I'm not sure if this is a mod thing or coming from the base game. I have noticed that sometimes when using one of the policies that gives builders +2 build actions, they actually have +4 (7 build actions). Any comments?
 
I've been playing with the latest version of omnibus, along with the mods suggested in the headlining post. I'm not sure if this is a mod thing or coming from the base game. I have noticed that sometimes when using one of the policies that gives builders +2 build actions, they actually have +4 (7 build actions). Any comments?

Have had this happen while playing with just Deity++, Larger Worlds and Detailed Worlds enabled, so I suppose this is a base game bug introduced in the patch. In my case, they got +2 actions the first two turns after they spawned. Happened with 2 out of maybe some 30 builders.
 
Back
Top Bottom