Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5.12
Hiển thị 81-90 trong 134 mục
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Cập nhật: 13 Thg11, 2024 @ 2:39pm

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

Cập nhật: 11 Thg11, 2024 @ 1:07pm

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

Cập nhật: 11 Thg11, 2024 @ 6:52am

Cập nhật: 10 Thg11, 2024 @ 3:07pm

v1.2.02 uploaded

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

Cập nhật: 10 Thg11, 2024 @ 2:13pm

Cập nhật: 10 Thg11, 2024 @ 12:42pm

v1.2.01 uploaded

- bug fix for new AI script

Cập nhật: 10 Thg11, 2024 @ 4:50am

v1.2.00 uploaded

Slave Revolts
- slave revolts can now be prevented by sending sufficient forces to the region
- an alert will now show the itme remaining until the revolt breaks out
- allowable slave-worker ratio will be slightly raised by each revolt event, making it a bit more unlikely to reoccur

AI Scripts
- new script "AI Spawn Defense" in "more resilient AI" option that lets AI recruit a defensive force when a potential threat arises even though it might have a truce with the player or even be friendly
- AI will now change the home city for weakened brigades if current home city has no more recruits
- if AI recruits workers in a city under siege, these will be disbanded and instead be replaced with combat brigades (if recruits, gold allow)
- "officer upgrade" script in "more resilient AI" option now considers if brigade is near playerfaction and if brigade has a general assigned when deciding if AI is allowed to disband a brigade
- if AI brigades are transferred to player by event etc. they will be set to disbandable again (at least most possible cases should be covered)

New Faction
- added new wolves faction and wolfpack brigade
- new event for wolfpack raid during winter

Other
- set up messagelogs to display conditions checks for change of governement form
- some more script improvements and fixes for script errors

Cập nhật: 2 Thg11, 2024 @ 10:52am

v1.1.14 uploaded

- a couple more script improvements

Cập nhật: 25 Thg10, 2024 @ 5:35am

v1.1.13 uploaded

- AI conolization from "more resilient AI" option will not anymore taget a city for which a migration is ongoing
- fixed Council of Elders trying to show Empire / Crossroads of Culture effect for non-empires
- fixed General from Overseastrade erroneous reference to local playerFaction variable
- extended range of possible number of trade policy changes to account for high frequency trade policy change play style
- potentially fixed governance panel failing in (unknown) fringe condition
- recruting migrants now only possible if popgrowth in city is above 50
- slave uprising event can now also happen after 500 days gametime regardless of other conditions
- slave uprising number of possible events now dependent on difficulty setting
- added compatibility for all factionsgroups in the Vanilla Augmented (VA) mod
- added new general portrait

Cập nhật: 12 Thg10, 2024 @ 2:11am