Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.12
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Actualización: 24 NOV 2024 a las 12:45 p. m.

v1.2.10 uploaded

- inflation now accounts for resource income and expenses from merchant trade
- there will be an increased number of AI invasion plans in the "invasion by neighbours" script in the "more resilient AI" option now. An invasion plan corresponds with a separate target and army. The number of plans will be determined randomly based on number of player cities and AI aggressiveness.

Actualización: 24 NOV 2024 a las 12:40 p. m.

Actualización: 24 NOV 2024 a las 3:04 a. m.

v1.2.09 uploaded

- changes to the high priest script: (1) to keep the high priest you can also build temples of your own religion, they will count like an additional shrine and (2) the priest isn't killed anymore, but merely routs.
- bug fix for envoy script

Actualización: 24 NOV 2024 a las 2:53 a. m.

Actualización: 22 NOV 2024 a las 12:19 p. m.

v1.2.08 uploaded

- when a city is at the required pop growth threshold and a migrant brigade is recruited a message will be shown in the message log hinting at the city falling below the threshold and not being able to upgrade
- fixed bug where an envoy was expelled from a city due to city capacity but the local variable in the script was not cleared, thus resulting in the envoy being expelled again an again
- any city upgrades that give XP to envoys will now also check for upgrade progress so XP will only be granted if the upgrade is actually finished and not only in progress

Actualización: 17 NOV 2024 a las 1:33 p. m.

v1.2.07 uploaded

- the "difficulty manager" will be switched on now early in game as it turned out that with some mods it wasn't. Imo it's a precondition for some AI script functions to work properly (e.g. the functions used in this change's second item). This will likely help the AI be more proactive and "intelligent".
- introduced a new AI script in the "more resilient AI" option that regularly triggers AI invasions of the player by neighbouring hostile factions without truce. AI will devise its own plans and act according to its own (hidden) calculations of risk/reward/cost (i.e. there is no guarantee it will invade, but it will at least "consider" doing it). The likelihood that the script will be triggered is dependent on difficulty level.
- some more small script improvements

Actualización: 16 NOV 2024 a las 12:24 p. m.

Actualización: 16 NOV 2024 a las 12:17 p. m.

v1.2.06 uploaded

- disallowed the AI to reinforce defensive taskforces to prevent silly behaviour after conquest by player
- increased allowed AI goals in globals.xnt
- some improvements to the defensive league AI script to hopefully prevent script error

Actualización: 15 NOV 2024 a las 11:51 a. m.

v1.2.05 uploaded

- moved code for faction integration in envoy script to separate function to possibly prevent script error
- further tweaked city defense script in "more resilient AI" option to scale defense force with distance of invasion brigades from city. Talkinghead will only show up if nearest invasion brigade is within viewdistance of city.
- some more minor improvements to texts and scripts

Actualización: 13 NOV 2024 a las 11:20 p. m.