Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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CW10.2
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File Size
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3.657 GB
28 Jun @ 6:13pm
26 Jul @ 11:53pm
2 Change Notes ( view )

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CW10.2

Description
Classical World Ten. Celebrating 10 years since this amazing game was released.
For images and details see CW9 mod page. This is a relatively minor upgrade from that and represents the final version of CW. I'll check back from time to time to see if any little things need changing but won't be doing much more work on CW.

As previously it needs both Hegemony 2 and 3 and all DLC for both. If you don't have them all you can buy all on Steam and then refund all other than CW3. Whatever graphical files are needed to work w this mod will remain on your computer even after refund.


Change log :

27/7/25 - added city of Lilybaeum in Sicily
added bugfix from Canute
incorporated the fix to Sardinians.
so deleted 10.1



Fixed city of Treva in Germania
Added ~ 6 new island forts

Added the city of Olbia Pontica

Added back Roman Principes and Triarii
Popular Discussions View All (1)
0
16 Jul @ 10:10am
BugfixInitialPostLoadInit.lua
Canute VII
15 Comments
HODL 26 Aug @ 5:08pm 
Thanks for this new version!:steamthumbsup:
UrbanCohort 31 Jul @ 11:12am 
error when attacking the taskforce of Epirus, I generated a dumpfile, maybe you can use that?
Canute VII 25 Jul @ 1:33pm 
@markdeakin14: I have loaded up the game, adopted the supply range 2 skill and increased all cities' pop to 12 (by script, mind you). I didn't get the bug, which leads me to suspect it's either a new one or a different cause. Do you have any other mods enabled?
Domination Station 20 Jul @ 10:39pm 
superb work as always!
markdeakin14 16 Jul @ 2:01pm 
Errr I think the bug is back. My game just crashed with a 32 exception.
Canute VII 16 Jul @ 10:14am 
Alright, I have now created a more dynamic script to deal with the bug. It doesn't apply a -100% teritory range from start, but each time a relevant city grows, the script decreased supply range in order to counter the increased supply range from city growth. The script also takes into account faction skills. It doesn't however take accont of any (modded) upgrades that might give territory range and I also haven't tested if those might incur the bug.

@SGZ: please see the discussion thread I have openend with the code for the script. You may upload this with the next version of CW10 if you feel it's good.
Canute VII 15 Jul @ 12:21pm 
I see. Next werk I can have a look and try to improve the script.
mazytus 15 Jul @ 5:12am 
There is a problem - enemy troops are standing near these cities without food and losing morale.
Canute VII 15 Jul @ 3:25am 
@mazytus: CW gives cities at the northern map border -100% territory range to work around a bug that would crash the game when those cities' population grows beyond a certain threshold (5 or 6, idk). All other cities should not be affected.
mazytus 13 Jul @ 2:56am 
What's the bug - do my cities and the enemy cities have a -100% radius of territories? Or is it the tricks of MosMajorium from @Canute?