Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Latium - the Prequel v4
   
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23 мая. 2019 г. в 7:03
5 фев. 2024 г. в 11:35
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Latium - the Prequel v4

Описание
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.
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3
1 июн. 2019 г. в 14:06
Mod feature guide
Fristi61
Комментариев: 43
Fristi61  [создатель] час назад 
Limited winter activity is accurate for really every time period, and in this early setting there was also just no organized warfare or professional military. It's meant to be small-scale, without standing armies.

The Tarquinius chapters, I see your point. It might have been better to split htem. I didn't encounter issues while playtesting but I probably played through it faster because I designed it.

Unit icons flickering is a glitch of the game that can happen in vanilla as well. You're right that certain areas seem to trigger it more often than others, but I'm not sure of the exact conditions so idk what to do differently.

Blank spots are intentional. Some areas are just less hospitable. I also intentionally left out camps. Again, unorganized, small-scale warfare with small armies that sustain themselves on the move by pillaging farms.
Though I realize that this breaks a bit from the vanilla game's design philosophy so it might feel unintuitive for that reason.
Fristi61  [создатель] 2 ч. назад 
Thank you for the kind words.

FWIW there are large areas not currently covered by the campaigns, especially in the eastern areas of the map. But yes I understand the central Latin area will start to feel a bit old after two campaigns.

I understand the frustration with cities flipping. Most of the time they are defections and rebellions though, so there were no historical invasions to simulate. I struggled to find some other way of making a playable objective out of these events, but I eventually I decided that, much like in certain harsher strategy games, unavoidable bad things sometimes just happen during the transfer of power. I knew it'd be controversial, but every other solution had flaws of its own.
Well, maybe next campaign I'll think of a different system.

I will investigate the alba longa city, thanks.
fisto the robo 3 ч. назад 
speaking of food, winter production nerfs are too harsh. probably realistic but limiting you to 6-8 units in winter until you reach tarquinius chapters. could afford to lower production to 1/5 or 1/10 of normal. ai is a bit cheating in that regard but you are basically afk in winter. is limited military activity in winter accurate of that time period?
the tarquinius chapters could afford to be their own expanded campaign to reset progression. by the time you reach those chapters most of the factions have late game elite units and stone walled cities.
Couple of broken map spots in curia sabine lands where units flicker in-out of the map or some weird pathfinding due to the campaign-border constraints and theres blank spots around the map that could make due with a camp still despite the city density.

Otherwise its a pretty incredible mod that taught me a lot of early roman history, with a religious system that deserve to be in the base mod!
fisto the robo 3 ч. назад 
Finished the aeneid, roman campaigns and part of the large sandbox before realising campaigns make you conquer the same areas already. wished campaigns went on to sulla or pyhrus's invasion lol!

a few issues:
i highly disliked when cities flipped to rivals each chapter, you lose slaves and units for nothing. Wished you spawned enemy armies at cities instead to simulate the historical invasions.
Theres an alba longa city you destroy near the middle of the campaign, it stayed ingame despite being invisible and still generated income or consumed food.
Fristi61  [создатель] 14 авг в 23:53 
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 авг в 22:44 
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  [создатель] 27 фев в 2:56 
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 фев в 21:43 
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  [создатель] 5 фев. 2024 г. в 12:08 
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  [создатель] 23 июл. 2023 г. в 0:21 
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.