Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.7
Showing 1-10 of 127 entries
< 1  2  3 ... 13 >
Update: 13 Oct @ 10:28am

v1.5.7 uploaded

- reverse change to faction leader's ability to add "virtue" when governing the capital from v1.5.3 as it didn't quite work out. Will probably tackle the issue in a future patch in a different way.
- added two more loading screen tips

Update: 7 Oct @ 9:59am

v1.5.6 uploaded

- fixed typo in the AI trading script

Update: 6 Oct @ 10:21am

v1.5.5 uploaded

- localized various global function calls on the math, table, and string tables to improve performance (only in those scripts that regularly loop through all the forts or all the brigades and thus might profit form localization)

Update: 5 Oct @ 5:42am

Update: 4 Oct @ 6:56am

v1.5.4 uploaded

- some changes to prevent unit loops to throw errors
- AI spies (envoy unit in spy stance) should now be dissolved if not stantioned in owned cities (as AI currently only uses spies for spydefence)

Update: 1 Oct @ 2:15pm

v1.5.3 uploaded

- several fixes so that customeffectables ("bubbles") don't become corrupt when player changed factions, as can happen in the ASD mod (doesn't always work perfectly yet, though - needs more work)
- rebalance of the strength of the main brigade in slave revolts (should be somewhat weaker)
- revolting slaves don't attack asap but wait a bit for morale to recover
- rebalance to faction leader's ability to add "virtue" when governing the capital: has a lower impact for bigger cities

Update: 21 Sep @ 12:42pm

v1.5.2 uploaded

- potential fix for error in the (old) bug-fix script for "trapped" units
- also added the new AI envoy units to the script so they don't count as "trapped"

Update: 18 Sep @ 12:26am

v1.5.1 uploaded

- fixed wrong variable name in AI trading post script

Update: 10 Sep @ 11:49am

v1.5 uploaded

Diplomacy & AI
- new envoy stance for sabotage (assasination, arson, rumor mongering, poisoning wells)
- envoys in spy stance in owned cities will engage in counter-espionage
- AI will occassionally send saboteurs to player cities
- AI will build own spies to protect against players' spies & saboteurs
- allied AI factions will occassionally help players in an ongoing war against a common neighbour
- AI will build trading posts given the right circumstances

Quality of Life
- new municipal charter policy unlocked by researching the legalism skill will let players auto-upgrade their cities together with several customization options
- new objective to help player getting started or in difficult situations (auxilimum, quaeso)
- refined "game speed" mod and integrated it into MoMa

Other
- new city disaster "slums" will add a slum building upgrade to overcrowded cities
- made earthquake disaster occurr less frequently
- "more resilient AI" option will let AI also build urban industry upgrades if the required skill has been researched
- many more minor improvements

Update: 6 Aug @ 1:36pm

v1.4.24 uploaded

- fixed dublicate loading of society skill tree for vanilla faction groups when playing CW3, CW9 and CW10