Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.8
目前顯示第 51-60 項,共 128 項
< 1 ... 4  5  6  7  8 ... 13 >
更新:2024 年 12 月 10 日 @ 下午 1:26
Canute VII 發表

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

更新:2024 年 12 月 8 日 @ 上午 11:44
Canute VII 發表

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

更新:2024 年 12 月 8 日 @ 上午 2:06
Canute VII 發表

更新:2024 年 12 月 7 日 @ 上午 10:14
Canute VII 發表

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

更新:2024 年 12 月 5 日 @ 上午 9:30
Canute VII 發表

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")

更新:2024 年 12 月 4 日 @ 上午 10:18
Canute VII 發表

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

更新:2024 年 12 月 3 日 @ 下午 1:36
Canute VII 發表

更新:2024 年 12 月 2 日 @ 上午 11:05
Canute VII 發表

更新:2024 年 12 月 2 日 @ 上午 11:02
Canute VII 發表

更新:2024 年 12 月 1 日 @ 下午 2:58
Canute VII 發表

v1.2.14 uploaded

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