Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Latium - the Prequel v4
   
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554.426 MB
23 May, 2019 @ 7:03am
5 Feb, 2024 @ 11:35am
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Latium - the Prequel v4

Description
PLEASE READ THE "KNOWN ISSUES" SECTION AT THE BOTTOM OF THIS SEGMENT

An unofficial prequel to Hegemony 3 and its main sandbox, this mod focuses on Rome's earliest history from the city's founding to its eventual conquest of the other Latins, with a rough timeframe of 750-330 BC.
It takes place on a new highly detailed, zoomed in map of a smaller segment of Italy, currently using 101 cities to cover an area that only has 8 cities in Vanilla.

COMPATIBILITY
-REQUIRES EAGLE KING DLC
-Fully compatible with Vanilla, the developer-made Macedon mod and all other mods by Fristi61. Not guaranteed to be compatible with mods by other modders, I suggest to disable them while playing.

FEATURES
-A highly zoomed in, detailed map of Latium, currently at 149 playable cities.
---A detailed strategy map, with different zoom levels displaying different geographical information.
---A large density of minor cities with lower stats, rather than the few major cities and buildable forts of vanilla (You can read up on them here)
---City models were, where possible, partially reconstructed from archaeological data
---Custom resource building types providing different amounts of food, gold and wood and with different seasonal distributions of food (You can read up on them here)
-2 scripted campaigns
-2 sandbox scenarios
-A religion mechanic granting faction-wide bonuses for adopting and worshipping deities that replace static faction bonuses and most city upgrades (You can read up on it here or read the tooltips on the new religion interface)
-35 factions across 8 faction groups, complete with custom tech trees, brigade rosters and unit graphics that fit the mod's earlier setting (You can read up on it here)
-Lots of historical information in city, faction and religion tooltips for people interested in learning more about the setting. City tooltips may also have explanations of how archaeological data was involved in recreating them when applicable.

PLANNED FEATURES
-Further script improvements to allow the AI to better utilize religion and other custom upgrades
-Possibly another map expansion and campaign after what’s listed above, if I get around to it

KNOWN ISSUES
-The game can't successfully autosave if the religion interface is open.
The console will open with an error message and the autosave file the game attempted to create will be corrupted. You can simply close the console with F2 and keep playing. Manual saves work fine and the autosave function will also work fine when the religion interface isn't open. (I have no idea why this happens. Seems to be a font issue?)

-Due to an xml parsing error when trying to mod in placeholder buildings for certain props, some cities do not display exactly right in the 3d map at the earlier population levels (there are more buildings than there should be). This is something I can't fix unless the devs look into the parsing error

-Due to a similar xml parsing error as above, I couldn't mod in custom (scaled) wall and bridge props. This causes city walls and bridges to look a little large compared to the rest of the buildings. (Again I can't fix it unless the devs look at the parsing error)

-The mod uses some extra tree types that don’t currently show up in-game unless you manually edit a file in your Hegemony installation. But the mod runs fine without it and the map looks fine even without the extra tree types. (The devs have said they'd look into a modfolder/workshop-friendly way for a mod to use that file, so this might be fixed in a future version)

-Olive grove doesn’t display in the GUI that it also produces food besides wood and gold as the GUI seems limited to 2 resources. (Probably nothing I can do about it unless the devs decide to tweak the GUI to display a 3rd resource if needed)

-Resource tile sprites for the custom resource buildings that show up in the territory overlay are messed up as they refuse to use the custom images I created for some reason. (I suspect due to a bug with modding resource tile sprites that only a dev can fix)

-The game’s boot time may be much longer, possibly up to a few minutes. I suspect this is because of a custom mesh I use for the hastati and principes, but not sure exactly why.

-The AI only rarely builds religion upgrades.
In future versions of the mod this will probably be fixed by a script that occasionally forces certain upgrades on AI cities.
Popular Discussions View All (1)
3
1 Jun, 2019 @ 2:06pm
Mod feature guide
Fristi61
39 Comments
Fristi61  [author] 14 Aug @ 11:53pm 
You don't need Heg: Rome installed. Though it shouldn't matter.
The loading bar may get stuck at ~95% for a few minutes. This is normal.
Aldonis Draconis 14 Aug @ 10:44pm 
Seems to possibly be bugged at present?
Simply can't even start the game with it enabled and even tried complete reinstalls to attempt it. I have Heg:Rome installed.
I am pretty sure i managed to get prior version working, but otherwise love your work on this. Thanks for it :).
Fristi61  [author] 27 Feb @ 2:56am 
Well, that's definitely not supposed to happen.
Do you have any other mods active? Campaigns are absolutely never compatible with mods that change gameplay or diplomacy mechanics.
If not, which city was taken and by which AI faction?
[HAN]falcofyc 25 Feb @ 9:43pm 
Please help, cannot win the kingdom of rome campaign with Rumlus as non-enemy AI faction will take the last city for the final frontier and I cannot attack them
Fristi61  [author] 5 Feb, 2024 @ 12:08pm 
Latium version 4 is out!

No map expansions this time, but 2 new campaigns (one of which is very short), and a lot of map polish.
Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
Fristi61  [author] 23 Jul, 2023 @ 12:21am 
It's not missing anything. It will load the Vanilla version of that file from the Vanilla installation directory, since the mod doesn't overwrite it. This is intended.

If you're getting some kind of error, verify the integrity of your game files. Also post the full error so I can see where the error is being triggered from.
mazytus 20 Jul, 2023 @ 4:04am 
missed resources/objectives/ancientrivals/StartAncientRivals.lua
Fristi61  [author] 21 Oct, 2022 @ 1:35pm 
Indeed, you're not supposed to build sewers or markets.
Instead you have to find gods to worship, who will unlock temples that can give you those same bonuses, and also global faction-wide bonuses.
mazytus 21 Oct, 2022 @ 8:18am 
Atina - cannot build not only sewers, but even markets ...
Canute VII 23 May, 2022 @ 9:51pm 
Thank you! I'll gladly accept your hospitality :-)