Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.8
Näytetään 51–60 / 128
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Päivitys: 10.12.2024 klo 13.26
tekijältä Canute VII

v1.2.19 uploaded

- cleaned up few xmls for stances (@Iakovosian)
- AI will now build watchtowers/guardtowers if the "more resilient AI" option is enabled

Päivitys: 8.12.2024 klo 11.44
tekijältä Canute VII

v1.2.18 uploaded

- possible fix for issue with brigades changing to player faction upon completed migration event
- game will now remember if sanitation or heathen temple have been built in a city before and not hand out a facion relation boost a second time when it's destroyed and built again

Päivitys: 8.12.2024 klo 2.06
tekijältä Canute VII

Päivitys: 7.12.2024 klo 10.14
tekijältä Canute VII

v1.2.17 uploaded

- fixed script error with wrong variable "city" instead of "building" in the governance script
- fixed wrongly applied <buildfactiongroup> tags in the necropolis upgrade xnt-file, also updated facitongroupnames for the ASD mod

Päivitys: 5.12.2024 klo 9.30
tekijältä Canute VII

v1.2.16 uploaded

- on integration of a faction the resulting hostility will be scaled by relative faction size. If the faction is bigger vs. the player, then it will be more hostile after integration; if it is smaller, then less.
- stop showing the governance stats descriptive strings in the capital city screen. Instead the descriptive strings have been moved to the "council of elders" talkinghead window.
- show local contributions of city upgrades to governance stats in the city screen, so the effects of upgrades giving an absolute buff and upgrades giving a percentage buff can be easily monitored in one place
- added new general portrait to certain factions (the "etruscan lady")

Päivitys: 4.12.2024 klo 10.18
tekijältä Canute VII

v1.2.15 uploaded

- available recruits in cities will be adjusted at game start for multi-city per faction scenarios, so only in the capital there will be more recruits than recruitcapacity. Other native cities will have set their recruits to capacity. Non-native cities will have even lower recruitlevels depending on difficulty setting.
- razing one's own controlled, non-native cities will now result in a higher rebellion level and may even provoke a spontaneous rebellion
- reworked the custom doesneedrecruits() script to align more closely with the vanilla doesneedfood(), doesneedwood(). doesneedgold() scripts and created a few other scripts on the way that may also be used elsewhere later

Päivitys: 3.12.2024 klo 13.36
tekijältä Canute VII

Päivitys: 2.12.2024 klo 11.05
tekijältä Canute VII

Päivitys: 2.12.2024 klo 11.02
tekijältä Canute VII

Päivitys: 1.12.2024 klo 14.58
tekijältä Canute VII

v1.2.14 uploaded

- made Mos Maiorum playable together with The Eagle King's Pyrrhus campaign
- some minor script improvements