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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.
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.
The little fort north of Paelontium seems to have its water access bugged out though. I'll fix that in the next version.
Ships sail, but it is impossible to create sea trade routes?
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;
Love the mods, been away for a bit and came back to the punic campaigns. Amazing work.
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.
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?
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
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.
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
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
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
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.
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.
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.
Good stuff! Looking forward to sinking some time into this :D