Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.12
Viser 61–70 av 134 bidrag
< 1 ... 5  6  7  8  9 ... 14 >
Oppdatering: 5. des. 2024 @ 9.30

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")

Oppdatering: 4. des. 2024 @ 10.18

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

Oppdatering: 3. des. 2024 @ 13.36

Oppdatering: 2. des. 2024 @ 11.05

Oppdatering: 2. des. 2024 @ 11.02

Oppdatering: 1. des. 2024 @ 14.58

v1.2.14 uploaded

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

Oppdatering: 1. des. 2024 @ 3.48

v1.2.13 uploaded

- potential bug fixes for (a) "negative Inflation", (b) script error for envoy unloading from ship into city and (c) oracle objective missing decadence value

Oppdatering: 30. nov. 2024 @ 13.28

v1.2.12 uploaded

- to fix a (most likely) vanilla bug, AI brigades with negative XP (possibly from some kind of variable overflow) get their XP reset (as part of the trapped unit script)
- new script that should help avoid some silly behaviour of AI defensive taskforces when their city is captured
- in the officer upgrade script of the "more resilient AI" option the number of generals a faction can get is restricted to the number of native cities
- reworked the officer upgrade script of the "more resilient AI" option to give more useful officers dependent on the brigade's stanceclass (thx @Iakovosian for the idea)
- added some more text to the log message when wolves spawn, so player is less puzzled when wolves start freeing slaves

Oppdatering: 25. nov. 2024 @ 13.20

v1.2.11 uploaded

- the officer upgrade scipt in the "more resilient AI" option will now not only upgrade officers but eventually also generals
- another try to fix an ominous bug in the "trapped unit" script

Oppdatering: 25. nov. 2024 @ 0.10