Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.9
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Uppdatering: 22 nov, 2024 @ 12:19

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

Uppdatering: 17 nov, 2024 @ 13:33

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

Uppdatering: 16 nov, 2024 @ 12:24

Uppdatering: 16 nov, 2024 @ 12:17

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

Uppdatering: 15 nov, 2024 @ 11:51

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

Uppdatering: 13 nov, 2024 @ 23:20

Uppdatering: 13 nov, 2024 @ 14:39

v1.2.04 uploaded

- when pirate factions spawn, their brigades will be assigned to a raiding taskforce; this should make the pirate AI act more pro-active
- more tweaks to the city defence script in the "more resilient AI" option so the AI's defense force scales better with level of city fortification, AI aggressiveness, AI hostility vs. player and difficulty
- city defence script in the "more resilient AI" option will now better factor in brigade quality when matching the required defense force to the player's invasion force

Uppdatering: 11 nov, 2024 @ 13:07

v1.2.03 uploaded

- rebalanced administrative burden: modifiers from upgrades, governors and skills will now also be applied to the cost cap (50% base tax income) in distant cities. In compensation, game difficulty now has a more significant impact on admin burden.
- Admin cost reduction from the postal service skill is now applied as soon as researched
- the new "AI spawn defense" script now factors in game difficulty when determining the size of the defense force: for lower than expert difficulty, size will be somewhat decreased.
- some fixes to script errors

Uppdatering: 11 nov, 2024 @ 6:52

Uppdatering: 10 nov, 2024 @ 15:07

v1.2.02 uploaded

- more small improvements to new AI script
- sacrifices task did not correctly cancel its effects once the effect period expired