Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Iberia v0.7 Base version
151 Comments
Iakovosian 11 Dec, 2024 @ 11:20am 
Ah, ok then - apologies for the errant claim! Been a while since I played a game this far on vanilla. Thanks for clarifying.
Fristi61  [author] 11 Dec, 2024 @ 9:54am 
Well, those "faction X asks for help to capture or defend city Y" objectives are just default base game sandbox events.
I can see how and why the edge case you describe would happen, but it should also happen in vanilla and other basic sandbox mods such as Classical World etc.
It's kind of a base game bug, rather than an Iberia mod bug.
Iakovosian 10 Dec, 2024 @ 7:27am 
Hi Fristi! First off, I love your mods, and greatly appreciate the help and knowledge that you offer other modders. Now for the report...

I'm playing the Iberia sandbox, and came upon a possible unintended edge-case regarding the objectives to help an AI faction capture/defend an AI city. I found that if I happen to capture the target city before the event timer completes, the objective is not cancelled. And when it completes, the city still suddenly changes to the aggressor faction (either from choosing to help the aggressor, or from it timing out and the aggressor being the default winner).
I've got a savegame from just before it happens, if you need that to take a look.
Fristi61  [author] 5 Nov, 2024 @ 3:42am 
You can use the fisheries to create sea trade routes.

The little fort north of Paelontium seems to have its water access bugged out though. I'll fix that in the next version.
mazytus 3 Nov, 2024 @ 11:02pm 
Is there no possibility of trading between the Paelontum-Lucus Asturum and Portus Blendum neighborhoods?

Ships sail, but it is impossible to create sea trade routes?
Fristi61  [author] 12 Jun, 2024 @ 12:29pm 
Ahhh, yes.
You'll want to go to iberia300bcdlc/resources/objectives/iberia300bcinv/spawnbarcidfamilymemberinvsandbox.lua and change line 12 from
if (getplayerfaction() ~= getfactionbyname("Barcids")) then return false end;
to
if (getplayerfaction() ~= getfactionbyname("Barcids") and getplayerfaction() ~= getfactionbyname("CarthageIberia")) then return false end;
The Real Henri 12 Jun, 2024 @ 12:20pm 
I meant playing as Carthage in the sandbox is it possible to have hannibal and his brothers join the faction. Sort of how they spawn after taking a certain number of cities as the barcids in the invader scenario.
Fristi61  [author] 12 Jun, 2024 @ 12:19pm 
Oh and the general starting points and attributes are in Iberia300BCDLC/resources/scripts/iberiainvkingspreloadinit.lua
Fristi61  [author] 12 Jun, 2024 @ 12:13pm 
The Barcids should already spawn in sandbox. If you're not playing as Carthage yourself and you have at least 10 cities, and you haven't conquered all of their possible spawn points, then they should eventually spawn.
The Real Henri 12 Jun, 2024 @ 12:03pm 
Any way to spawn the barcid family in to sandbox? Tried playing with some commands but no luck. Tried adjusting the script from the invader scenario as well but beyond me. I've also been trying to adjust the general starting points in the Invader scenario but can't seem to make it work. Wondering if you could point me in the right direction.
Love the mods, been away for a bit and came back to the punic campaigns. Amazing work.
Fristi61  [author] 30 May, 2023 @ 3:39am 
Whatever you prefer.
Cecil XIX 29 May, 2023 @ 9:22am 
I have a bug report to submit. Do you prefer it here or via PM?
Fristi61  [author] 10 Apr, 2023 @ 9:03am 
'River port' tags are outside of my control. Game engine assigns them that way. Doesn't affect gameplay, so I don't care.

The impassable sea bits I've identified and fixed. The map editor accidentally copied some 'blocked' tags. It can be a bit temperamental like that when you don't pay attention. Will go live in Iberia 0.8. Which is far off.
mazytus 10 Apr, 2023 @ 4:20am 
In the north-east of Spain, at least three forts on the seashore have a tag - a river port.
mazytus 8 Apr, 2023 @ 11:14am 
In the Patiankorum area there is an impassable sea to the west. I started the game "New Home" for the Venets, tried to swim to the west and could not. Is that how it's meant to be?
Fristi61  [author] 9 Jun, 2022 @ 1:01am 
I'll put it on my to-do list to double check all river names for overlap with bridges, thanks.
Cecil XIX 8 Jun, 2022 @ 6:29am 
I've been playing as the Astures, and I've noticed that bridges frequently cover up the names of rivers. I appreciate how you've taken the time to label the rivers, so could you move the names where they're easier to see?
Fristi61  [author] 21 Dec, 2021 @ 2:50pm 
I think most of the cities in that region already serve as water-ports, and it's kind of dense with cities in that area, so I didn't feel the need to add extra water-port forts...
Bdeslaurs 21 Dec, 2021 @ 11:43am 
Been having a lot of fun in your map, well made and really encapsulate the feeling of the the vanilla game.

I only have one negative feedback, I couldn't find a single water-port Fort on the southern shore from the city of Mastia to Asta Regia. Is this by design?
Cecil XIX 14 Nov, 2021 @ 2:07pm 
Thank you for maintaining this mod, it's great to have extra content for this game.
Last-Aztec-Descendant 2 Jul, 2021 @ 10:07am 
Hey Fristi61 i love this mod and i just wanted to ask could you add more melee infantry like the Spanish heavy Scutarii and light and heavy Libyan swordsmen
Fristi61  [author] 2 Mar, 2021 @ 1:06am 
If you can upload your old save somewhere I might be able to fix it...
SpiderFrodo 1 Mar, 2021 @ 6:57pm 
gotcha, looks like il need to start a new game tho. No problem though! Your mods are amazing
Fristi61  [author] 1 Mar, 2021 @ 1:11pm 
Thanks for reporting, I found the cause for the error you got and fixed it. Please let me know if you run into more trouble.
SpiderFrodo 1 Mar, 2021 @ 11:25am 
Yes thats what i meant, sorry forgot the exact name!!!
Fristi61  [author] 1 Mar, 2021 @ 1:17am 
Thanks for reporting. Not sure what you mean by '1 of the 3 brothers cities', did the ctd trigger when capturing Kastilo? I'll look into it in a bit.
SpiderFrodo 28 Feb, 2021 @ 7:35pm 
Hey getting a CTD when taking over 1 of the 3 brothers cities in the second set of missions of the roman campaign . Error code here.

Loading game: Rome - Ch2
Cannot capture a building that is already controlled. 15278712, 36
Stack trace:
[C]:-1
...sources/objectives/scipio/ScriptUpperBaetisSetup.lua:120
(tail call):-1
[string "IberiaScipioBros.Castulo"]:53
VirtualHalo 21 Jan, 2021 @ 1:21pm 
Maybe I'll have to try it out!... is there a way to give the AI players advanced recruiment options by default in every city? They are not start enough to strategically build enough barracks and stables to supply troops that are a threat!
Fristi61  [author] 21 Jan, 2021 @ 11:52am 
New version out! The base version of the mod did not see any major additions, besides a redo of the Greek roster and some polishing on the map and unit graphics.
Full changelog here: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/758525987

The main feature of the new version is in the campaign pack add-on, with a very detailed campaign of the Second Punic War.
Sidekick1982 20 Nov, 2020 @ 2:03pm 
Very good.
Fristi61  [author] 20 Sep, 2020 @ 10:50am 
Another minor patch to fix another possible crash.
Fristi61  [author] 14 Aug, 2020 @ 6:52am 
Minor patch out today to fix a possible crash and some minor outstanding issues. Changelog here: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/758525987
VirtualHalo 23 Nov, 2019 @ 8:21am 
I understand, stupid vanilla AI.... this game could rival Total War with the right amount of love!
BTW, I love your Campaign mod (and the invasion version a lot)... I cheat though by giving the AI more money than they know what to do with and a lot of recruits in surrounding cities
Fristi61  [author] 23 Nov, 2019 @ 12:32am 
Thanks! This mod just uses the vanilla AI, so I can't really help with that. The same should occur in vanilla Hegemony III.
VirtualHalo 22 Nov, 2019 @ 7:26pm 
First of all, I love this mod! The only problem is the AI has a tendency to become stagnate, especially when it comes to growing their cities... I would like to think they are going the assimilation strategy, but I highly doubt it. Similar issue with the invasion expansion.

Game becomes pointless for the lack of AI scale with the player.

PS: I have about 400 hours on Hegemony 3 and played all the other Hegemony games
Fristi61  [author] 8 Nov, 2019 @ 12:01pm 
Ok guys, finally have a new version out.

The main new feature is the new scripted campaign, but it requires DLC so it has been moved to the add-on version of the mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=876564570
The no-DLC base version of the mod still has some new additions, such as a small map expansion in the northeast of the map and a lot of graphical polishing.

As always read the changelog here: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/758525987
Reno 8 Nov, 2019 @ 11:46am 
Thanks for the new up-date mate ..
Fristi61  [author] 15 Oct, 2019 @ 9:15am 
I've accepted the steam friend invite. Feel free to message me and ask questions at any time, even if I'm not online I'll respond when I get back.
Lars 13 Oct, 2019 @ 9:20pm 
I was wondering if we could be steam friends so i can get some advice on the map i'm working on. The guides have been helpful but i could use a lot more. I am kind of a noob Thanks.
Fristi61  [author] 27 Jul, 2019 @ 1:33am 
Mod received a small update today, mostly just for compatibility with the updated City and General names mod.

For compatibility with the much more sophisticated and accurate Historical City and General Names mod (which now extends over the Iberia mod), Iberia's original (much less accurate and complete) city renaming script (depending on which faction owns it) has been removed. People who want the feature should now subscribe to the Historical City and General Names mod.
Fristi61  [author] 6 Jun, 2019 @ 12:24am 
Sorry, I've had a busy year so I wasn't able to update this mod in a while.
The sandbox and map are basically complete so the core of the mod is all there, but I'm still hoping to add some campaigns and graphical improvements.
SpiderFrodo 5 Jun, 2019 @ 1:47pm 
is this mod considered complete? i have enjoyed playing it since it first came out, just curious lol
Fristi61  [author] 7 Nov, 2018 @ 2:43am 
Thanks for the suggestions. I have poured quite a bit of research into the mod already, though there'll be some simplification on my part and attempts to reconcile the sometimes wildly contradicting sources of information.

I am yet to add campaigns, for which Appian and Polybius will probably be among my main sources indeed. Unit rosters aren't set in stone yet either.

However the cities on the map and the faction/faction group division are pretty much done at this point. It's a compromise between the various sources and game balance, so it won't be an exact match with any one academic model. I'm not likely to make many changes to that at this point.

That said if/when you play the mod and you have any academic questions or suggestions, feel free to let me know and I will try to explain why I chose to portray it the way I did, or if I feel like I really don't have a good explanation for it I might re-examine it.
The Liquid Gold 7 Nov, 2018 @ 1:56am 
Looks interesting, will download and play at some point. Just wanted to say that (if you're still working on this), Appian's Iberika is a great source for the Spanish factions an should probably be your main source. Other useful sources: Polybius' narrative of Spain in the Hannibalic war (mostly begins in bk2 or 3 if I remember correctly); Archaeological / linguistic evidence (esp from southern spain concerning Tartessos, and for the North east concerning the division between Non-Indoeuropean Iberian language and IE Celtic language (i.e. the Celtiberians))
arvedui78 25 Apr, 2018 @ 10:27pm 
This mod does not look half bad... ;-) Congratulations!
Ca_Putt 20 Dec, 2017 @ 10:48pm 
But Fristi I already have Hegemony related things to do this holy day season :O how could you!??!

Good stuff! Looking forward to sinking some time into this :D
Bapon 20 Dec, 2017 @ 10:11pm 
You actually did it you legend!
Fristi61  [author] 20 Dec, 2017 @ 4:18am 
0.4 is out, finally. It took longer than expected because some stuff came up. With 0.4, the map and sandbox scenario are now pretty much complete. Full changelog: http://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/758525987
OLIVEIRA(PT) 16 Dec, 2017 @ 12:05am 
good work
Reno 2 Dec, 2017 @ 4:32am 
Okay, thanks for modding ..