Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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21 May, 2018 @ 7:10pm
17 Dec, 2021 @ 9:19pm
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More quests centering around cultural centers.

5 more quests.

Nominate more quests and report errors in the comments.
7 Comments
Canute VII 21 Dec, 2021 @ 4:20am 
@scip: Ah, that's cool! Thanks for the information.
scip 13 Dec, 2021 @ 10:26am 
For everybody interessted, you seem to be right Canute VII. I've invested some time and it may be, that i fixed my files with some trial and error. I've exchanged in all UrbsaSalvia files tolentinvia with tolentinum and now the script fires without an error. But I have to test, if everything works properly, when I capture the city. We will see.
Canute VII 22 Jun, 2021 @ 1:32pm 
Hey,

could it be that the "local city = getentitybytag("tolentinvia");" command in line 6 is broken and this tag doesn't exist? The other 4 city events work just fine...

Hegemony III 3.3.5 rev.43872 x64
Welcome to the debug console. For a list of commands, type 'commands()' in the field below, or use 'commands("filter")' to show only the commands you're interested in. Press F2 to close this window.
Loading game: Etruscans
[string "resources/objectives/TempleUrbsaSalvia/Star..."]:6: attempt to index local 'city' (a nil value)
Stack trace:
[string "resources/objectives/TempleUrbsaSalvia/Star..."]:6
[string "resources/objectives/TempleUrbsaSalvia/Star..."]:33
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
> clipboard(history())
METT-TC Dependent  [author] 19 Sep, 2018 @ 10:47am 
Do you have Eagle King?
DARREN 12 Sep, 2018 @ 3:15pm 
there alot of errors keep comimg up
METT-TC Dependent  [author] 10 Sep, 2018 @ 12:57pm 
I think that irrigations and aqueducts would make for a great quest, diplomatic action or regional upgrade and could give me the chance to create some new variables in the game. When I next sit down I will get into the weeds on it.

The only problem with modeling the trenches is the way that cities are currently modeled and the looming changes of the next DLC, neither of which I am very familiar with. Essentailly each city is a unique model which means there is a lot of work to put into to get prisons into each city.

I like the caravan idea in concept, but with how the manual and automatic trade routes work currently along with the capturing caravans, recycling supplies from buildings, I fear that it would disrupt the functions of the AI and game balance. You could try posting this on the forums to see if longbow would take a crack at it.
kolsto 9 Sep, 2018 @ 12:22am 
Irrigation ditches and water canals could maybe look nice? "ground dug water canals led into a city will encourage growth and trade, and decrease illnesses etc." Prisons building and guard towers for the last level night watchmen security upgrade?! Also caravan building could let transportation of stuff, + increase the flow of material. Player has to ensure that a reciever city needs to have a caravan building also with food and water for the caravan animals.. (i just write these ideas here since i dont know how to create any mod myself)