Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Iberia v0.7 Campaign pack add-on
59 Comments
Fristi61  [author] 20 Dec, 2022 @ 11:44am 
Not sure, they're all a bit different, probably depends on what playstyle you're most comfortable with.
Save often.
Canute VII 20 Dec, 2022 @ 10:26am 
Hm, now that there are three (3) campaigns included here,
(a) Barcid Spain,
(b) 2nd Punic War,
(c) Iberian Revolt,
how would you rate them in order of difficulty?
sirmic 26 Oct, 2021 @ 1:12pm 
Hello Fristi, I have finished both campaigns without problem (only Castelo bug which you have ironed out). I would like to express my gratitude to you for this, really enjoyed all historic info!
THANK YOU
TheDudeAbides 30 May, 2021 @ 6:13pm 
Is there any way you could at least add the Barcids as an invading faction in the base Italy map?
TheDudeAbides 15 Apr, 2021 @ 4:31pm 
I will Saturday. Absolutely slammed until then. Your work is marvelous btw!
Fristi61  [author] 15 Apr, 2021 @ 1:01pm 
Dang. Please show me a screenshot of the error message so I can identify the issue.
TheDudeAbides 15 Apr, 2021 @ 12:12pm 
So I am getting an error message when I take Castulo?
TheDudeAbides 8 Apr, 2021 @ 9:06am 
I didn’t get notified that the campaign was out! Man fristi I will buy you a bottle of whatever you drink if we ever meet
SpiderFrodo 6 Mar, 2021 @ 12:04pm 
just beat the new campaign, great set of missions!
Fristi61  [author] 3 Feb, 2021 @ 2:46pm 
Another small fix to fix a bug that could occur in the recurring payment objectives of both campaigns, where the task could become glitched and impossible to complete (leading to defeat when the timer eventually expires)
Fristi61  [author] 23 Jan, 2021 @ 2:33pm 
(If you've already made it past the beginning part succesfully, you can continue playing as normal and don't need to worry about it)
Fristi61  [author] 23 Jan, 2021 @ 2:31pm 
Quick hotfix to prevent players from making certain mistakes related to aggroing certain factions early in the campaign which could make managing the economy harder than intended
moscaflaca 21 Jan, 2021 @ 1:38pm 
😎😎😁
Fristi61  [author] 21 Jan, 2021 @ 12:14pm 
Update! The second scripted campaign, detailing events in Iberia during the Second Punic War, is out now.

The campaign took a really long time to make and is much more detailed in terms of scripts, objectives, narrative and events than the first one, despite covering a shorter time period.

This is in part because the historical events that this campaign depicts are described in a lot more detail by historians, and there were certain reversals of fortune that are too essential to the story for me to ignore. Also, it's a period of total warfare, so there were a lot of historical battles to include.

There may be a few surprises and unavoidable setbacks along the way. After all, you're going up against your protagonists of the first campaign, and they're not pushovers. Save often!

Please report any bugs you encounter so that I may squash them under my boot.
TheDudeAbides 17 Aug, 2020 @ 8:17am 
You rock!
moscaflaca 14 Aug, 2020 @ 10:21am 
😎
Fristi61  [author] 14 Aug, 2020 @ 6:54am 
Minor patch out today that adds all Barcid family members to Invader mode when playing as the Barcids, and a few very minor tweaks to the Hamilcar campaign to prevent certain unintended AI behaviors.
Changelog here: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/876564570

Also the base version of the mod has been updated as well with a crash fix and some other minor fixes
Fristi61  [author] 12 Aug, 2020 @ 8:35am 
Glad you enjoyed it!
Yes the AI is allowed to cross the red lines. Same as in the campaigns of Hegemony: Rome.
You can buy a truce through diplomacy though, if they are bothersome.
moscaflaca 11 Aug, 2020 @ 12:46pm 
the hannibal campaign is really fun! thanks for making this.
Tom 6 Feb, 2020 @ 3:34pm 
i think its a game breaking bug even if i build that camp or not it crashes the game so i can never get to the greek colonies i dont know what to chalk it up to
Fristi61  [author] 4 Feb, 2020 @ 8:48am 
@Honcho thanks, indeed there was a typo with an extra zero in the Hastati missile damage.

@Tom Is it just that the game happened to crash once when you built that camp, or does it consistently occur every time you try it? I can't think of a reason why it would crash there atm, so I'm trying to verify that it isn't just a random game crash caused by something else.
You don't need to fully kill the Turdetani by the way, you should indeed be clear to just go after the Greek colonies.
[CI] Honcho 3 Feb, 2020 @ 12:13pm 
hastati have some crazy missile damage like 15k, principes have a more reasonable 2000
Tom 14 Jan, 2020 @ 8:40am 
I can confirm there is a crash when you build a camp in eastern Spain when moving west to take those greek colonies its the camp east of illorci I think the name of that town is unless I need to fully kill the turdetani because they have 1 city left
TheDudeAbides 10 Jan, 2020 @ 2:49pm 
Hey I had a bug at first but then once that was done, I had a fantastic time with the mod. It's easily DLC quality. I'd LOVE a 2nd Punic War campaign and I'd be willing to donate a modest amount to it.
VirtualHalo 22 Nov, 2019 @ 7:30pm 
All-in-all, I had a really fun time playing this campaign... although it got a little easy in the end (I didn't have other mods).
[CI] Honcho 21 Nov, 2019 @ 8:11am 
say so more thxs
Fristi61  [author] 21 Nov, 2019 @ 2:55am 
Note that objective is optional so it isn't automatically pinned on the right.
Fristi61  [author] 21 Nov, 2019 @ 2:53am 
Thanks for the kind words! You get the Carthaginian Colonies through the optional "Gathering the Phoenicians" objective. Put the required amount of brigades in a city, wait a bit, city joins you.
[CI] Honcho 20 Nov, 2019 @ 11:12am 
for some reason the Chartaginian colonies won't join me, how do i solve this, im all the way to hamilcars death atm
[CI] Honcho 20 Nov, 2019 @ 11:09am 
Amazing work!! hope to see more in the future
Arrière-garde de la République 12 Nov, 2019 @ 12:30am 
Barcid campaign is simply amazing ! Keep it up !
Ca_Putt 10 Nov, 2019 @ 2:17am 
Hot!
SGZ***71 9 Nov, 2019 @ 9:56pm 
Quality = paid DLC. Amazing work. Very difficult campaign.
Fristi61  [author] 8 Nov, 2019 @ 12:08pm 
Update! I hope you all will enjoy my new scripted campaign, detailing the activities of Hamilcar, Hasdrubal and Hannibal between the 1st and 2nd Punic Wars.

It's a long and challenging campaign, my test playthrough took about 18 hours to complete. There are some custom mechanics and occasional timed objectives that can sometimes result in defeat if not completed in time. I highly advise reading the descriptions and hints.

It is definitely intended for veteran players, who managed to complete Vanilla's Pyrrhus campaign.

I changed the name from "Invader mode & ship types add-on" because I think the new campaign really takes the cake here.
The Real Henri 10 Apr, 2019 @ 10:00pm 
Eh, no real ideas, just wanted a central start for a capital. I figured out a work around. The ScriptGenerateMigrationTargets lua allows you to edit the distance it uses to calculate. With a little playing you can narrow down a general area. Lets you tweak the faction bonuses too. Also, this mod is amazing work. The map I play the most.
Fristi61  [author] 10 Apr, 2019 @ 9:17am 
No, I left the generation of settlement sites to work the same way as the vanilla invader sandbox of the Eagle King dlc.

The way vanilla does it is the settlement sites are randomly picked from cities that are a certain rough distance from the starting position of your invader faction, in such a way that all of the settlement sites a medium distance from the starting position and not close to each other.

So basically it's random (though eligible cities depend on starting position) and I didn't tamper with it.

I could rework it down the line if you have any ideas? But it's not a priority for now.
The Real Henri 9 Apr, 2019 @ 1:18pm 
Is it possible to set which cities generate as settlement sites?
Lanjane 17 Jun, 2018 @ 2:03pm 
Could anybody please explain to me some tricks for successful invasion mode?
I tried a few times but always failed at the stage when you finally settled and have a city under your control. Problem is in an absolutely abysmal financial situation, like -700/-800 in a week. Even when I disband almost all my forces except 1-2 units, it seems the game just calculates costs in a wrong way.
Fristi61  [author] 20 Dec, 2017 @ 6:34am 
Well, this is just the add-on that adds invader mode, so not much new is in this add-on itself, only one added faction to invader.
The updates are mainly in the base mod, and that is to say that all the factions are done and the entire map is done.
SGZ***71 20 Dec, 2017 @ 4:56am 
Cool. What's new ?
Fristi61  [author] 20 Dec, 2017 @ 4:19am 
0.4 is out! The invader sandbox is now complete.
SGZ***71 23 Jul, 2017 @ 6:18am 
Ahh got it. Thanks Fristi61 and Ca-Putt. This opens up a huge new range of modding options for me. Cool
Ca_Putt 23 Jul, 2017 @ 5:57am 
So <entity>
And then class and type. Just like in thr files on the repository
Ca_Putt 23 Jul, 2017 @ 5:51am 
Don't use any mod technique just <entity>
SGZ***71 23 Jul, 2017 @ 5:49am 
Yep I've added the brigade_numidian_cavalry.xnt ( modified for my faction groups) and a corresponding string. The error must be in my faction group brigade list.xnt

I used modtechnique "merge" then tried "add" as shown. Neither work.


<entity modtechnique="add" class="brigade" type="numidianCavalry">
<buildfactiongroup>Numidia</buildfactiongroup>
<buildfactiongroup weight="5">Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="scorpionbrigade">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="commonScouts">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>

Fristi61  [author] 23 Jul, 2017 @ 5:40am 
But, to answer your question. What's happening is it's trying to merge into a brigade entity that only exists in the Iberia mod and has not (or not yet) loaded. So if the Iberia mod is not active it won't work (and it would make your mod require the Iberia mod, a very bad idea if you ask me as there's likely compatibility issues).
Fristi61  [author] 23 Jul, 2017 @ 5:37am 
"Error trying to merge entity", there should be no merging over existing entities. Just make new ones, it's easier and avoids issues like this.
SGZ***71 23 Jul, 2017 @ 4:03am 
Hi again. I've been looking at how you've added "new" units to your mod ie Numidian Cavalry. If I'm right you've adjusted an .xnt existing cav file and renamed it and then added a corresponding string for the new name. Then allocated it to a certain faction group. Is there another step ? When I try to do the same I get crash saying " Error caught parsing entity file named \Bedouin new brigade units list.xnt " " Error trying to merge entity. Original entity not found ( Class:brigade, Type:numidianCavalry). Any advice appreciated.
Fristi61  [author] 16 Jun, 2017 @ 4:58am 
Random each time you start a new game.