Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.4.24
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Update: Apr 28 @ 8:52am

Update: Apr 26 @ 1:50am

v1.4.16 uploaded

- added "pathfinder" stance for increased stealth and unlocked by officers (hunter3 as well as scout3 and higher)
- AI defense force script now takes into account "visibility distance" (aka detectrange) of approaching brigades to calculate threat. Note: unfortunately doesn't technically work for "visiblity distance" from stances, though.
- fixed bug with log messages from politics actions where I used the deprecated "popularity" string instead of the current "reputation"
- a few more string improvements thanks to player feedback

Update: Apr 22 @ 2:21pm

v1.4.15 uploaded

- fixed a timing issue that caused several scripts to throw errors when starting a new game in the vanilla scenario
- added "horsemaster" officer to officer upgrade script (more resilient AI option)
- wonder quests will be canceled directly after loading them when playing with ASD mod and historically the wonder had already been built in the cosen start date
- improved a few strings of the wonders page in the encyclopedia

Update: Apr 21 @ 6:22am

v1.4.14 uploaded

- fixed bug in CreateDefensiveLeague script (more resilient AI option) when leage leader tried to annex its own building
- optimized script that determines if a fishery building is a seaside building or not to give more reliable results in fringe locations

Update: Apr 19 @ 1:15pm

v1.4.13 uploaded

- added log messages to all the actions that increase or decrease reputation/loyalty of generals (no log messages to the weekly decay, though, since that would be tedious)

Update: Apr 18 @ 1:59am

v1.4.12 uploaded

- some more balance adjustments:

c) all effects on reputation/loyalty from the influence aristocarcy/meritocracy/plutocracy task have been doubled, e.g. you'll earn 20 reputation instead of only 10 etc.

d) reputation earned from defeating a brigade (or lost from being defeated) is now dependend on the units and needed recruits of that brigade instead of being a stale "1". E.g. defeating a bigade with 20 units@1 recruit each will give 2 reputation. Defeating a hoplite with 20 units@2.5 recruits each will give 5 reputation etc.

e) reputation earned from conquering a city has been raised by 50%

- expicitely added to monument/noblegarden tooptip that the effect on reputation/loyalty is divided by the number of generals present in the city

- improved strings for the "defamo" alert (when a general is at risk of being struck by a negative attribute) and for the "politics" objective

- fixed bug where reputation/loyalty could sink below 0 from natural decay

Update: Apr 16 @ 12:25pm

Update: Apr 16 @ 11:04am

v1.4.11 uploaded

- some balance adjustments:

(a) noble garden / monument will now add 3% loyalty / reputation to generals /wk (before only 1%), noble garden2 / monument2 will add 5% (before only 2%);

b) the chance for a general to receive a negative attribute at <1% reputation has been significantly decreased, it's now 4 times less likely, given the same amount of loyalty; e.g. before at 60% loyalty, the risk was 40% /wk, now it's only 10% /wk

Update: Apr 15 @ 1:27pm

v1.4.10 uploaded

- made the initial talkingheads for the influence aristocracy and influence meritocracy tasks react to a "cancel" command
- show access to the influence aristocracy/plutocracy/meritocracy tasks in the respective society skill descriptions
- improved a couple of strings and string formats, particularly in the pedia entry for "politics" and society skill descriptions
- removed a duplicate string for the politics objective
- made sure sending a general home or to the capital city when using a politics task doesn't count as being "defeated" (i.e. adding back 1% reputation)
- made additions to brigade loops for trapped units and envoys to hopefully not disturb the other brigade loop when disbanding brigades

Update: Apr 14 @ 5:07am

v1.4.9 uploaded

- a couple more potential bug fixes