Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

[alpha] Hegemony 500
111 Comments
Ca_Putt  [author] 2 Jan, 2023 @ 8:47am 
Thank you for your kind words :))

Unless the devs come back, it's rather unlikely. I ran into a hardcoded issue that stonewalled my progress and am currently not really into the game.

I am considering cleaning it up in the not too distant future and maybe then I might be hooked back into it and by coinkidink another modder has found a solution to my main mechanical problem. In which case I would continue work.
Sebastian 31 Dec, 2022 @ 5:25am 
Great mod. I started playing Hegemony again and this mods adds the layer I missed. Do you think you will ever continue working on it?
Ca_Putt  [author] 16 Dec, 2022 @ 2:12am 
Hmm i've had encountered this issue a few Times in the Past. I think it was related to giving all units for some factions a requirement and raiders just spawning random available units of player factiongroup, which as they dont have reforms, barracks etc. is zero. So there is no quick fix that does not mess up recruitment for enemy factions.
Mourdeeb 12 Dec, 2022 @ 3:21pm 
Somehow the mod eliminated all of the raiders. The camps are there but no raiders. Can this be fixed?
Don Juan 3 Nov, 2022 @ 2:42am 
Oh thanks a lot for the guide! much apprechiated!

Yeah it is a lot of fun!
Ca_Putt  [author] 1 Nov, 2022 @ 3:32pm 
Thanks! I'm glad this can still spark joy!

IIRC the reason Pez use that skin instead of the Phalangite skin is because I did not want two Units of the same subfaction use the same skin. But if you want to change it yourself you only need to replace two lines in a textfile.

search your steamfolder for "brigade_greek_heavyHoplite.xnt" there you replace the last two instances of "heavyHoplite" with "phalangite" and save. If you run into multiple instances of the file, take the one that has "caputt" in it :D
Don Juan 1 Nov, 2022 @ 11:47am 
First of absolutely love this mod!

Second. I noted that the Pezhetairoi Unit uses the Heavy Hoplite Skin instead of the Pikeman Skin. Would be amazing if you could change that=)
TexanPiper 7 May, 2022 @ 4:44am 
Just downloaded the mod and started playing as the Carthaginian colony. So far, great mod! I love Hegemony, but it definitely lacks depth/ complexity. This mod seems to fill some of those gaps. Looking forward to playing more with this mod!
Ca_Putt  [author] 16 Jan, 2022 @ 9:49am 
Heya, AVE! Not compatible at all, Most if not all buildings are entangled with the recruitment, so even if mixing mods would not mess up everything(which it does) they would be somewhat off.

Sure, Carnute VII. I'll gladly have a look!
Canute VII 16 Jan, 2022 @ 9:15am 
Hey, CA_Putt, I've just sent you a steam friendship invite, because I have made a beta-version of my new mod available to friends and if you like you could take a look on it and teh way I have used your images! I see you're a historian, so if you had any feedback on historical accuracy (as far as applicable to a strategy game...), then damn me if I would not listen to any advise you may have :-) Cheers!
AVE 16 Jan, 2022 @ 7:39am 
Is this mod compatible with CW? Mostly considering new buildings and such, I know the units wouldn't work with it.
Canute VII 20 Dec, 2021 @ 2:37pm 
Thanks a lot, that will speed things up for me quite a bit :steamhappy:
Ca_Putt  [author] 20 Dec, 2021 @ 2:21pm 
Hey Carnute VII! Yeah sure, you can use the .png s as long as you mention me :D I included some unused assets in the dl aswell. if you're lacking something specific I think i still have the .xcf files somewhere so I might be able to improvise a thing or two. but not before the new year.

Good luck with your mod!
Canute VII 20 Dec, 2021 @ 12:32pm 
Hey CA_Putt, I have a question related to this mod and don't know where to ask if not here... so I'm currently working on a mod where I try to give "governance" some love, aiming at some more balance and trying to curb snowballing. I intend to have a new skill tree and a few new city upgrades, but I'm not the greatest artist :-( I noticed, though, that a lot of the art assets you have in your mod would plug that hole just fine... and so I figured I'd ask you if I could possibly re-use them? Of course, I'll give due mention to the original creator if I'll ever finish and publish the mod.
Amyntas 24 May, 2021 @ 1:16pm 
Okay thanks for the reply, I'll start again with just that mod
Ca_Putt  [author] 24 May, 2021 @ 4:18am 
Oufles, I remember playing a Pyrrhus campaign with this and editing the Carthaginian troopspawn in the Campaign but I am unsure if I put any efford in doing epirotes and EK-Romans. Also I never advocate it and most people advocate all the cool stuff they did + some stuff they did not do. Without "reworkes Epirotes, Carthaginians and Romans in the Eagle king Campaign" i would not bet on it working properly, so If I were you I'd try without the mod if its your first time with the EK campaign. Sure it might work out alright but there might be odd issues with starting units/spawns.
My Carthaginian civ mod however works well with the campaign.
Amyntas 23 May, 2021 @ 8:37pm 
Hey so I accidentally started a campaign as Pyrrhus in the Eagle King scripted campaign with Heg 500 -- Is that campaign broken with this mod? Will the AI recruit units? Or should I restart in vanilla?
Mourdeeb 14 Mar, 2021 @ 4:14pm 
Did the last update eliminate the raiders? The starting raider camps are all vacant. They only show up when an event occurs.
Cecil XIX 20 Aug, 2020 @ 2:23pm 
Glad to see some discussion here; I'm always hoping for more Hegemony mods. Does this still work?
Ca_Putt  [author] 24 May, 2020 @ 1:48am 
I don't remember changing that, but it smells of the globals.xnt if you ask me.
WKC 23 May, 2020 @ 7:34pm 
Which file in your mod changes the max number of bonus recruits received when expanding a city?
Ca_Putt  [author] 8 Apr, 2019 @ 2:56am 
currently not, I'm sort of waiting for an update from the devs so that might take some time :/
SK Datz 7 Apr, 2019 @ 11:57am 
Is this mod still being worked n?
Amyntas 25 Sep, 2018 @ 5:32pm 
Good advice. I've been using them in lieu of a good shock cavalry unit. The Sikelioi are an interesting experience.
Ca_Putt  [author] 25 Sep, 2018 @ 10:04am 
ah, forgot to assign them a secondary model. For now you can just set them to melee, the thing is that they lack a model that can do ranged attacks, so... they don't. however their melee works fine and it's pretty decent, especially if you can get a charge of. alternatively you could go into the files and just add some Javelineer model to the end of the "Shardana.xnt".
Amyntas 25 Sep, 2018 @ 9:32am 
I am running into a bug with the Sherden unit, though -- It can't attack anything! When I click attack it just stays where it is, and it makes the unit rather useless. It's caused me to lose a couple battles.

How might I fix this?
Ca_Putt  [author] 25 Sep, 2018 @ 1:38am 
Ha, mercenaries. The AI's workaround for not managing troops, since Hegemony Rome. :D

Thanks, I'm happy you're enjoying it :)
Amyntas 24 Sep, 2018 @ 7:48pm 
Yep, I've jacked the difficulty up to expert and I've been heartened to see some real resistance from the AI. Himera's come at me with a varied army of mercenaries and hoplites. It's been great fun.

You've done great work here! I'm really enjoying it. Thanks for being so responsive too.
Ca_Putt  [author] 24 Sep, 2018 @ 12:53am 
The AI does not voluntarily place new governments. There is a Script for placing Walls, which I will hijack to do so for them.
But Governments don't really work as upgrades of each other, rather they unlock seperate unit rosters, all with their own lineup up. Currently different AI nations have very different ideas of what constitutes a good army, tho they generally prefer Skirmishers and spearmen, I assume there is a bias towards low pop req units somewhere.
Yesterday however I played vs Carthage and they made swarms of Mercs + native javelineers and Hoplites + Phoenician Archers. That made me very happy, as it's exactly what they should do.
Amyntas 22 Sep, 2018 @ 3:54pm 
Okay, gotcha.

So I have a followup question then -- does having Hoplites and such locked behind a government type make it less likely the AI will recruit any actual higher-tier units? I noticed that, for instance, Etruscans mostly start as Oligarchs -- this means they are limited to spearmen and the like. While that is fine initially, I am curious as to whether the AI will actually replace Oligarchy with Democracy -- given that it's a new building.

Seems more likely that the AI would be too dumb to understand the prerequisites.

Will the AI build stronger types of units? Or are these cool roster additions essentially just for the player?
Ca_Putt  [author] 22 Sep, 2018 @ 12:29am 
Taras should start out with a monarchist gov. Standard Hoplites need either a democratic or tyrannical gov. You should be able to get elite hoplites aka hippeis pezoi tho, also if you get extended citizenship from the social tree those are slightly weaker hoplites.
Amyntas 21 Sep, 2018 @ 8:28pm 
I just fired it up, and I'm noticing that I'm unable to recruit Hoplites as Taras. I checked the unit guide but it looks like there aren't any prerequisites for this unit -- But Syracuse and Himera are able to recruit them from the start. What's the missing ingredient here?
Amyntas 21 Sep, 2018 @ 7:24pm 
Hey so this mod looks awesome and I'm reinstalling HEGIII and want to try it out -- but before I get deep into a game, I wanted to ask if the AI will actually use all the cool units that have been added.

I've seen a few comments on how they only field levy units -- will I ever see dangerous AI foes? I want to check with yall prior to sinking a couple good hours into a runthrough.
Mourdeeb 6 Sep, 2018 @ 4:16pm 
The mod is brilliant. I just can't get past the walls not working, the O.P. missile damage and the Republic units for Rome being complete garbage until you get Both reforms which takes a considerable amount of time.
Ca_Putt  [author] 12 May, 2018 @ 11:21am 
did you get "military Reforms"? Because unless you got that without getting "social reforms" beforehand you'd indeed be "stuck" without a Melee infantry unit until you get the latter.

Usually "Greek wares" disables most of your levantine Troops(apart from Archers and Marines) but unlocks Punic Hoplites(who require armouries) and Heavy marines(who need a lvl 2 dock) (and Citizen Cavalry).

For more Details check the Thread "Punic Military in Detail" and/or my handy spreadsheed linked in the moddescription above.
Elshar 12 May, 2018 @ 10:01am 
Great mod! Only issue I've had so far is as Carthage with the initial 5 research points, I went straight for slaves, and the other two I started working towards colonization under society. For some reason once I got "Greek Wares", I couldn't make spearmen anymore. Only archers. Just wanted to bring this to your attention. Have to rely on mercs currently for melee troops.
Wanderer 9 May, 2018 @ 9:15pm 
Amazing mod,absolutely love the carthaginian elite sacred bands!
Great quality but extremely expensive really represents the fact that they are the sons of rich carthaginian nobles.

You have my thumbs up!
Ca_Putt  [author] 25 Apr, 2018 @ 3:05am 
Thank you for the kind words :) - May I ask, which "tech-route" you took with Carthage? did you go increacingly into mercenaries and locals or did you stick to your native troops?(or did you trick the system in someway)

Yeah, those are annoying, the AI is Hegemony's biggest problem. I'm thinking about giving some bonuses to the AI progressively as the Player advances, but i think that's the only one that's really in my ballpark. For the rest I'm probably making it worse by giving the AI even more aweful unit choices to make :D
JsinMac 24 Apr, 2018 @ 6:26pm 
I would like to see the AI field better units instead of consistently low level troops. AI needs to ugrade its resource buildings so that it has two 20 sized slaves/workers. In addition AI also needs to research and build slaves as well as colonize cities that it takes. AI garrisoning conquered cities looks to be an issue. Cheapest troops should be used as garrison troops. AI also needs to use workers as reinforcements to those cities of the same nationality that have no recruits, dispatch, change home city, disband, increase recruitments, repopulate ranks. This also works for 'designated' troop cities with barracks that can produce better, higher level troops. Maybe another difficulty level after expert? Also, maybe a raging barbarians option aka Civ.
JsinMac 24 Apr, 2018 @ 6:26pm 
The following is applicable to the game as a whole and not directed at you as such:
I find that the AI overall is pretty stupid (vanilla and all mods). Improved after the DLC but AI needs to be more aggressive, it needs to look after its supply lines, still too easy to capture AI food centres and the AI just starves. It doesnt reconquer food centres in a timely fashion.
Too easy to buy off enemies via Diplomacy.
Cities revolt too easily, the immediate production centres around the city should also change hands so that the city doesnt starve (again) and has resources (where it revolts to an AI faction). AI needs to build better buildings than it does and it doesnt react or adjust properly, if it is being slammed in the field, and losing cities to me, why does it need such a large navy? If I slam a faction down to its last city, it doesnt need a shipyard and a fleet.
JsinMac 24 Apr, 2018 @ 6:26pm 
@ Ca_Putt. Congratulations on a fantastic Mod.I love the additional detail and complexity. I played as Carthage and it was great fun. I only play on expert with aggressive AI and conquered Sicily and am working my way up the boot. I'm now unstoppable and will be starting a new game. Many thanks for the hours of entertainment! I do appreciate your hard work.

I do like that I had to find a city that enabled me to build and field cavalry. Nice one.

Longbow should certainly look at this Mod and build on your great work.
Dyre 29 Mar, 2018 @ 5:15am 
Once again a mod adds the little bit of depth I thought I paid for.
[CI] Honcho 6 Mar, 2018 @ 9:54am 
lemme see
Ca_Putt  [author] 25 Feb, 2018 @ 2:36am 
Updated
[CI] Honcho 16 Feb, 2018 @ 10:41am 
for the unit models thats a shame but i understand thanks for your time in making this
Ca_Putt  [author] 16 Feb, 2018 @ 10:36am 
Thanks :)

That's because there is no simple way to get new unit models into the game*, so I have to make due with what's in the game. I mix up brigades to increace the number of recognizable brigades. In short there are 60 land Brigades in game (a few of which have the same models to begin with) and I've got around 20 per civ(and one extra civ).

However that with the Greek general is not intended, I will look into that before the next Update, thanks for the Report :)
*There is a way to get models from Heg2 into the game but that would not be worth the hassle for this mod
[CI] Honcho 16 Feb, 2018 @ 10:08am 
i like the mod hads flavour and taste to the game and combat and i think you done an excellent work with the history of the units in their description, the only thing that bugs me slightly is the unit models for example oscan swordmem that have 70% of the units looking like roman miles and the rest 30% lookin how oscan swordmen should look like in this game, also greek generals that look like etruscan generals and other unit models that dont make justice to the faction, im quite baffled because with the beatiful unit descriptions you definitively know how this unit look like therefore how the righfully rapprsent them in the game,
Ca_Putt  [author] 8 Jan, 2018 @ 10:27am 
Updated
Mourdeeb 8 Jan, 2018 @ 7:49am 
Sweet!....I'll try it out tonight!
Ca_Putt  [author] 8 Jan, 2018 @ 3:28am 
Quickpatch(Later today):

Rebalance of Latin Elite Hoplites Line(Classici, Triarii(1), Triarii(2) and Nobiles)[Triarii(1)got better, Classici and Triarii(2) got cheaper, Nobiles got more attack, +minor rebalance]
nerf of Latin Miles, Latin Famuli, Sabellic Nesimoes(I) and Fratrum Fortis(I)[Less defence, and other nerfs]
added Intimidation Penalty to Democracy Skills(Mech Rasnal, Demokratia and Res Publica)[-300]
reduced Intimidation Penalty to Democratic Government -Upgrades[-500 -> -300]