Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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rob  [developer] Jun 27 @ 12:52pm
3.3.5 Update Out Now in Beta (Updated July 20)
We've got another Hegemony III update out in the beta channel today. This update adds a lot of new modding support including the ability to import units from Hegemony Rome and to load super high-res terrain files in the editor. We also made a few gameplay adjustments based on some of the discussions here on the forums including faster morale loss in combat, easier forced marches, and some interface improvements for baggage trains. And as usual, there are also a few bug fixes including a few related to linked groups of ships and one for that annoying startup crash after the Windows 10 update.

As always, please let us know if you run into any problems and you can always send bugs and dumpfiles to rob@longbowgames.com

For the modders out there, we should have a few examples posted shortly to show you how to import units from Hegemony Rome, but feel free to post any questions you have.

There's also been a lot of discussion about the next DLC and, while we're still a long way from an official announcement, we're planning on posting some of the plans shortly so you guys know what we're working on.

Update: We've posted a further update to 3.3.5 which is now available on Steam. This fixes a few issues with importing units from Rome and makes another attempt at fixing the Windows 10 Creator issue.

cheers,
The Longbow Team

Change Log Ver 3.3.5 rev 43580
  • Fixed bug importing unit LODs from Hegemony Rome
  • Map editor will now skip over files with corrupted forts/cities
  • Fixed a bug with floating weapons on Kush Archers imported from Hegemony Rome
  • Filled in some missing archer and javelin sounds effects
  • Further fixes related to the Windows 10 Creator Update crash

Change Log Ver 3.3.5 rev 43349
  • Attempted fix for the startup crash caused by the Windows 10 Creator update
  • Added mod support for importing assets from Hegemony Rome (units, animations, etc)
  • Added support to the editor to load high-res DTED version 2 height fields
  • Height samples per degree lattitude/longitude is now configurable in the terrain editor advanced properties windows (allows for higher/lower res heightfields)
  • Guards in Illyric cities now use the proper Illyric units
  • Fixed floating crew on Gallic light warship
  • Fixed crash when AI was trying to disband a unit that had already been removed
  • Added some support for modding background music
  • Improved error messages for missing mod dependancies
  • Fixed possible crash when spawning units on custom maps (usually happened with Raider generals)
  • Globals.xnt files can now be loaded via script (allows for per-campaign stat changes)
  • Added mod support to add new Companion brigade names
  • Fixed bug with Pyrrhus campaign victory points
  • Basic Forced March is now available for all combat units but can be upgraded using faction skills
  • Adjusted bonuses for skirmish/battleline stances (removed speed effects, added charge/block bonuses)
  • Fixed some group movement issues that caused units to overlap
  • Increased the speed of morale loss in combat (units will rout with fewer losses than before)
  • Adjusted how brigades determine when they are in a ford
  • Added support for 'requires.txt' files inside mod folders to indicate which mods/dlc are required
  • Fixed a crash when changing the stance for a linked group of ships
  • Fixed a potential crash when beaching a linked group of ships
  • Baggage trains now display a supply radius when any friendly unit is selected
  • Units resupplying from a baggage train now get the 'In Supply' buff
  • Added new tooltips to the faction skill screen
  • Dropped 'Heavy March' skill
  • Adjusted skill requirements to build some Etruscan units
Last edited by rob; Jul 21 @ 8:28am
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Showing 1-15 of 26 comments
Fristi61 Jun 27 @ 2:11pm 
Looking good. Always awesome to see you guys so hands-on with helping us modders do the things we want to do.


-Added support to the editor to load high-res DTED version 2 height fields
-Height samples per degree lattitude/longitude is now configurable in the terrain editor advanced properties windows (allows for higher/lower res heightfields)

Curious about these. Does anyone know a good source for DTED version 2 height fields?
rob  [developer] Jun 27 @ 3:44pm 
Originally posted by Fristi61:
Looking good. Always awesome to see you guys so hands-on with helping us modders do the things we want to do.


-Added support to the editor to load high-res DTED version 2 height fields
-Height samples per degree lattitude/longitude is now configurable in the terrain editor advanced properties windows (allows for higher/lower res heightfields)

Curious about these. Does anyone know a good source for DTED version 2 height fields?

We got our files from here: https://earthexplorer.usgs.gov/ The SRTM 1 arc-second files are in dt2 format and are 3x the resolution of our original data.
Oh i've waited for this for a long time!
Fantastic Rob! Can't wait for the announcement!
Will the importing of Hegemony rome include buildings and features? or just units?
SGZ***71 Jun 27 @ 10:06pm 
Sweet list of improvements. I can't wait to get into the new modding options. If I import DLC units from. H Rome ie Parthians and Celtiberians to a mod will the player also need to have bought that DLC in H Rome for it to work for them ?
Ca_Putt Jun 28 @ 1:27am 
Thank you Longbowgames :)
SGZ***71 Jun 28 @ 4:17am 
Hi Longbow - just got the latest beta version but sad to see I can't play or even load up Classical World mod in the editor now. The "offending file " " Assyria Indie" hasn't been touched for months and worked fine till today so I assume it's the update that's caused the incompatibility. I'd planned to launch Classical World version 3 on July 1. Can you help ??

I'll email the dump file

rob  [developer] Jun 28 @ 11:49am 
Originally posted by SGZ***71:
Hi Longbow - just got the latest beta version but sad to see I can't play or even load up Classical World mod in the editor now. The "offending file " " Assyria Indie" hasn't been touched for months and worked fine till today so I assume it's the update that's caused the incompatibility. I'd planned to launch Classical World version 3 on July 1. Can you help ??

I'll email the dump file

Just as a reference for everyone else: the issue was caused by some new error checking in the entity load system that confirms there is an existing entity when it finds a new one that has modtechnique set to "merge". The intention was to help explain crashes for players who have installed mods that are missing dependancies i.e. a mod that requires the Eagle King DLC.

To get around the issue, only set the modtechnique to "merge" if you're actually updating an existing entity from the base game or another mod. If you're adding a new faction, brigade, upgrade, etc you don't actually need a modtechnique field.
rob  [developer] Jun 28 @ 11:51am 
Originally posted by SGZ***71:
Sweet list of improvements. I can't wait to get into the new modding options. If I import DLC units from. H Rome ie Parthians and Celtiberians to a mod will the player also need to have bought that DLC in H Rome for it to work for them ?

Yes, the player will need to have Hegemony Rome and any required DLCs installed to use the import feature. The new mod functions look for your Rome folder on the drive to load the information and will throw an error message in the console if it can't be found.
Sises Jun 28 @ 4:34pm 
So I seem to have an error during the first loading screen that crashes the game.

Error caught while parsing entity file named 'Resources\Arabian new brigade list.xnt':

Error creating entity. Class: brigade, Type:scountShip
All brigades must have a valid article defined.

I emailed the dump.
SGZ***71 Jun 28 @ 6:21pm 
Sises - that'll be due to the issues above -- for now you'll have to disable FFM, FFM2 or CW mods till I can get it sorted out .
SGZ***71 Jun 30 @ 4:20am 
Any tips on how to rename "Companions" for certain factions ??
Fristi61 Jun 30 @ 4:53am 
Originally posted by SGZ***71:
Any tips on how to rename "Companions" for certain factions ??

Haven't yet tried but see here: http://steamcommunity.com/workshop/discussions/18446744073709551615/133261124631929440/?appid=308173&ctp=2#c1333474229066853783
SGZ***71 Jun 30 @ 7:46am 
Ok.Thanks Fristi61
So in that example you are naming all "Companions" of your latiniberia faction group as simply " Roman " ? Is that right ?
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