Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.11
Viser 41–50 av 132 bidrag
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Oppdatering: 2. apr. @ 14.25

v1.4.2 uploaded

- fixed bug with division by 0 when calculating governance stats in the vanilla map, which also corrupted saves
- reversed code added in v1.4 to catch mercenaries coming with envoy officer upgrades, further tweaked already formerly exisiting code for the same task (keeping fingers crossed this eventually does the job)

Oppdatering: 31. mars @ 14.13

v1.4.1 uploaded

- resolved bug in scipt that added reputation for a general when capturing a city. The getpop() function doesn't work for some reason. Therefore changed that the amount of reputation is not dependent on city population but on walllevel.

Oppdatering: 30. mars @ 14.26

v1.4 "Upgrades & Officers" uploaded

Officers
- quartermaster general now unlocks fieldcamp stance
- trainer general now unlocks drill stance
- new horsemaster officer exclusively for cavalry units (1) gives speed, charblock and unlocks advances cavalry stances (b) removed advanced cavalry stances from military drill skill (c) engineer officer no longer available for cavalry units
- decreased xp cost for higher ranking envoy officers
- raider generals have new attribute "predatory pacts", which enables them to build pirates' lairs / raider camps

Upgrades
- added pirates' lair / raider camp upgrade to forts which turns fort and any slaves within over to pirates/raider faction
- added more immersive names and tooltips for resource production upgrades in mines, farms, cattlefarsm, vineyards, finseries, forests
- customs office upgrade in bridges reduces maintenance and community
- added level 2 upgrades to all resource production upgrades giving an additional +25% production
- rotary mill upgrade for farms no longer locked behind industry skill
- added diferent resource production upgrades to reiverine and coastal fisheries
- added a level 2 upgrade to shrines ("sactuary") giving -50% slave revolt risk
- added -50% slave revolt risk to resource protection ("palisade") upgrades
- added resource prospection upgrade to depleted mines, giving a 50% chance ro remove the resource depletion modifier
- level 2 monument upgrade gives 2 general reputation /week and level 2 nobels' garden upgrade gives 2 general loyalty /week (instead of just 1)

Scripts
- defensive taskforces should now somewhat react to nearby events, i.e. (a) come to the defense of a nearby city, (b) try to retake recently lost nearby cities
- structured the talkinghead message for "council of elders" for advise on governance a bit more readable
- show "protection from slave revolts" in the governance panel
- some more code improvements

Other
- more quotes for the loading screen

Oppdatering: 6. mars @ 11.51

v1.3.4 uploaded

- yet another bug fix for the Defensive Taskforce (more resilient AI game option)

Oppdatering: 5. mars @ 9.05

v1.3.3 uploaded

- fixed a bug that prevented my custom code from detecting the nobles' garden upgrade

Oppdatering: 5. mars @ 5.26

v1.3.2 uploaded

- reverted inclusion of "Carthage" faction group for CW9 compatilbility, since it turned out it really doesn't exist in CW9 (CW9 files sadly being pretty misleading... sigh)

Oppdatering: 27. feb. @ 12.19

v1.3.1 uploaded

- fixed a wrong variable that sllpped into v1.3
- improved some flavour texts

Oppdatering: 24. feb. @ 13.54

v1.3 "Politics" uploaded

Feature
- added reputation and loyalty attributes for generals
- added active and passive sources of reputation and loyalty
- added the "Politics" objective with 4 tasks revolving around manipulating generals' reputation and loyalty
- added entry to in-game manual for "politics"

Events
- added more possible outcomes to oracle objective to increase diversity
- razing own cities will evoke rebels
- added more siege events

Upgrades
- added rural necropolis upgrade to forts
- added some sacred caves to seaside fisheries
- siege defense (wall hitpoints) added to sanitation upgrade (having water helps...)

Scripts
- flashed out small tribes a bit with different faction attributes and village upgrades
- optimized some code / scripts, improved strings
- adjusted the defensive task force (optional more resilient AI) a bit so AI may not fully expose walled cities
- AI will build mercenary posts if it's poor in recrutis and rich in gold
- elaborated talkingheads giving information on skill research from skill exchange events (envoys)
- excluded "dummy" brigades from all (?) brigade loops
- reworked conditions for slave revolt trigger to make them somewhat less likely
- added compatibility with CW3
- bug fix for CW9 for missing Carthage faction group

Other
- new game option "lazy rebels" for a less stressful mod experience
- migrant and voluntary hostage brigades negatively impact community, uncontrolled own cities negatively impact authority

Oppdatering: 20. jan. @ 8.47

v1.2.24 uploaded

- more bug fixes

Oppdatering: 14. jan. @ 13.59

v1.2.23 uploaded

- fixed bug in "more resilient AI" option that came up when trying to disband grouped warships