Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Unique Punics
   
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14.150 MB
24.3.2017 klo 11.27
29.6.2017 klo 5.38
6 muutosilmoitusta ( näytä )
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Unique Punics

Kuvaus
Adds the Carthaginians to the Game.(also trainable elephants)

REQUIRES THE DLC!



This Mod includes the Factiongroup Punics as well as the Faction Kart Hadast.
- Unique Unit Roster(11,5 Units), foreshadowing further mods.
- - In addition to this there are 4 new Mercenaries
- New Icons and Flags, Yay!
- New Unit Buttons, clearer showing Unit Type.
- New Unique Upgrades for Punics.
- 3 "new" Scenarios, mainly just the original ones + Carthage
- - Replaces Selinunte on the Sicily and Unification Map.
- - Replaces Carthage in the Pyrrhus Campaign.
- - Adds Carthage to the Invasion Sandbox.
- - - They now have 4 naval entry points and a mountain path.


- Also when you build an Elephant Port you can train Elephants! FRIGGIN ELEPHANTS!!!!

This Is an Beta version of a Teaser Mod, so there is still a lot to do. Also your Feedback is greatly appreciated.

- New Unit Portraits.
- Better Unit Descriptions.
- A separate Version for other Sandboxes(like Iberia)
- A two stage Unit Roster.
- Unique Portraits for the Generals.
- An Icon for the Coexistence-Skill.


Much thanks to the Longbowgames-team for their continued support of modders and Fristi61 for his work for the community and in particular for his Iberia Mods, from where I selectively copied much of the basic code and the bulk of the Name List.
Suositut keskustelut Näytä kaikki (1)
1
23.4.2017 klo 5.58
Punic Units
Ca_Putt
33 kommenttia
Alexander Rahl 5.11.2024 klo 19.46 
Ah, thank you.
Ive been building Punic Emporiums already though, even as Rome, so im wondering if there may be a bug involved there. Or im just simply missing something
Ca_Putt  [tekijä] 5.11.2024 klo 16.01 
uhh, it lets you build punic emporia, which makes not colonizing settlements viable, check that building/upgrade for details.

https://gtm.steamproxy.vip/workshop/filedetails/discussion/890266254/133261370002152095/
Alexander Rahl 5.11.2024 klo 9.55 
the lack of descriptions for things makes some stuff rough.
It looks like a new tech called "Coexistence" is there, between colonies and enslavement. But no description for what it does.
Mourdeeb 11.8.2023 klo 16.53 
No raiders Playing Rome
Ca_Putt  [tekijä] 4.8.2023 klo 15.07 
Should lie around unencrypted(it's just xnt files you can open in wordpad) in the modfolder. if you can't find it just search for "caputt" in Steam\steamapps\workshop\content . Units are all in the Units folder. IIRC the internal names are just the Type which you can find at the top of most .xnt files, "<type>PElitePhalanx</type>" for example for the african elite Phalangite(PElitePhalanx).
Lantern 4.8.2023 klo 13.44 
is this way to get the unit list names?
Ca_Putt  [tekijä] 2.1.2023 klo 8.49 
Hmm this version is actually small enough to fix... gonna DL and see when I find time for it.
Mourdeeb 1.1.2023 klo 5.57 
I thought it was one of the other mods, but it looks like its this one that is removing the raiders at the start of the game.

Anyone else having that issue? Is there a fix??
BiggerLonger&UncutGigolo 31.8.2022 klo 18.40 
Si fratello, i played Carthago and Tarantum, in both playthroughs this was evident.
Fret not sir, It has been many moons since this mods last update, it'd be abnormal for a sudden update now despite my experience. I find it more welcoming to atleast receive a response and your concern. grazie.
Ca_Putt  [tekijä] 31.8.2022 klo 8.21 
huh, that's not by design... I dont think i will be able to fix this anytime soon, but ...

1. were you playing carthage? (if so, note to future me: I seem to have forgotten to properly integrate Carthaginian raiders, silly of me)
2. which other faction were you playing?