Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Latium - the Prequel v4
7 sonuçtan 1 ile 7 arası gösteriliyor
Güncelleme: 5 Şub 2024 @ 11:35

UPDATE v4

MAIN ADDITIONS

-Added Aeneid campaign
-Added Kingdom of Rome campaign
-Added or updated several preset starting generals in the sandbox scenarios, corresponding to the new campaigns
-Added 3 full faction groups (Marsian, Campanian & Greek) and 1 partial faction group (Trojan) for campaign purposes and future use

POLISH/FIXES

-MAP
---Slightly tweaked pathable areas in southeastern part of the map to give a bit more room to move around in
---Reworked forest edges/treelines everywhere a bit and added some trees in open areas to make everything slightly more natural looking
---Moved around some names of rivers and cities on the 2D strategy map where they could be difficult to read because of bridge, resource or city miniatures on top of them
---Added trees to a small blocked patch of land on the western edge of Aricia that didn’t have any visual indication of being inaccessible
-BRIGADES/SKILLS
---Separated Heavy Hoplite from Advanced Warfare attribute (so that Greeks can unlock heavy hoplites early)
---Fixed buggy textures on the low-detail LOD models of some heavy cavalry troops (when seen from far away)
-RELIGION
---Fixed a glitch where the religious button would be created multiple times (on top of each other) when starting a sandbox
-MISC
---Removed text size xml tags from faction descriptions because they didn’t work in most contexts
---Minor updates to various text strings

Güncelleme: 11 Eyl 2021 @ 14:08

PATCH 3.1

-Fixed crash on opening the in-game encyclopedia page of the Veii faction (due to an invalid xml syntax)
-Fixed glitch where the tile of a fruit grove near Crustumerium and Ficulea appeared way further south of its real location (fixed by slightly nudging the fruit grove’s position to stop the game engine from freaking out about it)
-Fixed some city siege points being unreachable by besieging troops, by slightly tweaking wall positions of affected cities or the walkable terrain around them. The affected cities were Careiae, Caere, Falerii, Tibur, Norba, Circeii and Fregellae, of which only Fregellae was entirely unreachable.

Güncelleme: 19 Ağu 2021 @ 8:09

UPDATE v3

MAIN ADDITIONS

-Expanded map south and east into Latium Adiectum, adding the entirety of the Volscian and Hernican territories as well as parts of the Aequian and Auruncan areas. This comes down to 48 added cities.
-Added 2 new faction groups (Aequian & Auruncan)
-Added 9 new factions
-Added a few new deity epithets to be used in the new factions' starting setups (and changed Minerva to be a deity that has epithets)
-Added historical/mythological starting general options to certain factions, like in Vanilla


POLISH/FIXES

-MAP
---Added ambient sounds to the entire map
---Changed the colour of stone walls on cities and bridges in Etruscan territory to match that of the rock texture used on that area’s terrain on the 3D map
---Miscellaneous fixes of misconfigured props in certain areas on the 3D map
-BRIGADES/SKILLS
---Added several new unit buffs for heavy cavalry types, making it easier to distinguish different cavalry types at a glance
---Removed ‘supply train’ skill from the military skill trees and added ‘improved forced march’ skill, just like in vanilla 3.3. (Military skill trees were accidentally copied from a slightly older version of the game, and the 'supply train' skill actually didn't do anything anymore)
---Changed Faliscan companion brigade name to be ‘Cohors Amicorum’ just like the Latin one (as the Faliscan language was very close to Latin)
---Slightly tweaked Sabine Javelin Infantry stats and appearance
---Fixed faction symbols on shields appearing entirely black rather than their intended colours
-RELIGION
---Added some more alias names for certain deities in certain languages (i.e. when playing as certain non-Latin faction groups)
---Changed some deity names to be more accurate for the early setting of the mod
-MISC
---Changed some faction adjective/collective names to be more accurate/consistent
---Fixed various small spelling mistakes

Güncelleme: 16 Haz 2020 @ 3:29

UPDATE v2

MAIN ADDITIONS
-Expanded map north and west into southern Etruria and southern Sabinum, and also slightly pushed the southern and eastern boundaries, more than doubling the map size and the amount of cities.
-Added 5 new faction groups (Etruscan, Faliscan, Sabine, Hernican & Volscian), complete with custom brigade rosters with custom unit graphics and military tech trees.
-Added 12 new factions.
-Added a few new deities/epithets to be used by the new factions.
-Added a second scenario based on a later start date. This scenario has larger starting factions and uses the entire map. The original scenario remains as in version 1 and uses only a limited segment of the map with different smaller starting factions, as a shorter alternative.

RELIGION MECHANIC TWEAKS
-Different faction groups will sometimes display different names and tooltips for the same deity in the religion interface. E.g. Juno shows up as Uni for an Etruscan player (Uni is the Etruscan equivalent of Juno)
-The cost of evoking new deities/epithets goes up the more deities/epithets you already have
-It is more expensive to evoke a deity/epithet if the faction you are evoking it from is in a different faction group than yours
-The cult strength of deities/epithets that aren’t yet evoked is smaller if that deity/epithet is from a faction in a different faction group (if the player has conquered a city with a pre-existing temple to that deity/epithet), so the bonus to the player faction for that deity is less

POLISH/FIXES
-Custom resource buildings now have custom miniatures so they are easily distinguishable on the 2d map
-Made some balancing and graphics tweaks to the Latin roster while working on the new faction groups
-Some polish on the 2d strategy map
-A bunch of minor fixes and tweaks in the text strings
-Increased size of generals' unit models to make them stand out from the regular soldiers (this is also in vanilla, but due to a copying error wasn't the case in the mod)
-Fixed blurry building/unit/upgrade/deity portraits
-Dynamically generated "raze resource buildings of a faction" objectives now work with the custom resource bulidings
-Removed the "Stable 2" upgrade, since the AI refused to build it. Constructing heavy cavalry now requires a stable alongside a barracks, like Etruscan heavy cavalry in vanilla
-Barracks upgrades are no longer locked behind a military tech. This was done to ensure the AI doesn't build barracks if it hasn't unlocked any brigades that require them yet, but as it turns out locking them behind a tech made the AI not want to build them at all anymore.

Güncelleme: 1 Haz 2019 @ 4:59

CHANGELOG 0.92


RELIGION
-Corrected Bona Dea’s evocation bonus from 50% to 5%
-Nerfed all base cult strength bonuses a little but also decreased falloff
-Strongly increased Jupiter Feretrius’ global pillaging bonus to actually be useful
-The “stamina”, “diplomacy costs” & “repair time” attributes are obsolete or otherwise don’t work in this version of the game. Juno Gabina, Dius Fidius, Jupiter Maius & Juno Kalendaris have had their faction-wide bonus types changed to ones that do work.
-The ”cost”, “wood cost” & “max garrison” attributes didn’t work on the city level. Fortuna Primigenia, Fortuna Equestris, Feronia, Vulcanus, Vica Pota & Liber have all had one of their local bonuses changed to attributes that actually work.
-Reduced strength of local (city-wide) wall hitpoints, missile damage, missile range and territory range bonuses for deities that had them (it would have been really overpowered if you stack multiple deities with such a bonus in the same city).
-Made all faction morale and garrison morale bonuses multiplicative rather than additive (so you won’t get huge morale if you just build a temple but have no garrison)
-Nerfed Orcus’ local available slaves bonus a bit.
-The “tutorial” dialogue informing the player of the existence of the religion feature at the beginning of the scenario now also nicely pings the button to open the interface

BUILDINGS
-Decreased city and bridge territory range to a third of vanilla (matching the three times higher city density the map has)
-Increased city recruitment rate and max recruits to be closer to (though stell less than) vanilla. (AI seemed to have trouble managing the lower recruits per city)
-Changed missile range of cities and bridges to be 2/3 of vanilla, increased missile damage to compensate for the lower range than vanilla and make cities a bit tougher to siege
-Doubled hitpoints of garrison units so they don’t die as quickly to missile fire
-Re-enabled shipyard upgrade which was disabled on accident for the custom factions

BRIGADES
-Strongly nerfed javelineer and celeres range but buffed their missile damage (don’t want them to be able to outrange city walls as cities also have lower range in this mod)
-Set the guard units of the hostages brigade to use more setting-appropriate models that fit with the other brigades in the mod
-Disabled baggage train brigade (it undermined the mod’s intended gameplay where warfare is poorly organized and the player is forced to scavenge resource buildings to resupply away from home, the same reason the mod lacks forts. Also since the AI doesn’t know how to use them it gives the player too much advantage on a map without forts)

MISC
-Some more typo fixes
-Changed faction aggressiveness values to make AI Alba Longa (they were the hegemon at the beginning of the game and shouldn’t be toppled easily) a little more likely to survive and AI Rome (their dominance wasn’t guaranteed yet at this early period) less guaranteed to stomp everything.
-Tweaked skill points rate to have the cost of each subsequent skill point not increase as much in the current scenario
-The scenario now uses custom versions of the “Defeating the Others” and “Feed the People” tasks that actually work with the mod’s custom city and resource building types

Güncelleme: 25 May 2019 @ 8:43

CHANGELOG v0.91

-Fixed a few minor typos in city descriptions

RELIGION
-Reduced strength of all evocation bonuses (less reward for merely adopting a deity and doing nothing)
-Increased strength of all cult strength bonuses (more reward for actually going through the trouble of building/maintaining temples for the deities)
-Increased cult size bonus falloff (harder to stack bonuses of a single deity, this attempts to compensate for the increased base strength of cult strength bonuses)
-Religion UI now also displays the types of local bonuses that temples/sanctuaries/shrines of that deity/epithet will provide to the cities in which they are built (especially useful for deciding whether or not to adopt)
-Added a tutorial event where an advisor message will inform you of the existence of the new button in the top right corner that opens the religion interface

700 BC SCENARIO
-Set Cabum and Bovillae to unowned and unbuilt, to reduce clutter around Alba Longa. Cabum was insignificant and Bovillae probably shouldn’t exist in this early setting anyway. They might still show up in later scenarios/campaigns.
-Now uses custom globals.xnt with the following tweaks:
---Distance values for AI decisions adjusted downwards to account for greater density of cities
---Skill point research rate doubled
---Somewhat increased supply line cost so they aren’t all ridiculously cheap at the map's scale

UPGRADES
-Barracks and barracks 2 now require the hoplite warfare and camillan reforms techs respectively before they can be built. The brigades they can produce were already locked behind these techs, so the barracks tiers are useless before the respective techs are researched (but the AI liked to waste resources on building them anyway).

-Stables has been split into two tiers like barracks, the first tier of stables being cheaper but only capable of producing celeres (light cavalry). The second tier of stables also supports equites (heavy cavalry) but is at full price. The second tier of stables has also been locked behind the heavy cavalry tech to prevent players/ai from building them if they haven’t unlocked the units it can create yet.

Güncelleme: 23 May 2019 @ 7:03

Private release of version 0.9 for testing with friends