Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.4.24
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Update: Apr 11 @ 11:24am

v1.4.8 uploaded

- a couple of bug fixes

Update: Apr 6 @ 12:38pm

v1.4.7 uploaded

- added more conditions for the removal of envoy officers from mercenaries to possibly avoid ominous error

Update: Apr 6 @ 2:20am

v1.4.6 uploaded

- included missing condition "has zero reputation" when spawning a negative attribute for a general

Update: Apr 5 @ 1:08pm

v1.4.5 uploaded

- attempt to fix a few reported bugs

Update: Apr 4 @ 1:33pm

v1.4.4 uploaded

- fixed critical CtD bug that could happen when trying to (auto-)save while the "show sacred places" in the "council of elders" task was active
- used the opportunity to fine tune the "show sacred places" at bit (a) we can now select various places sequentially whithout need to restart the task (b) reduced area covered around selected fort (from 150 to 120) (c) camera jumps to first selected fort (d) removed "ok" button, deselct task simply by clicking on the map or hitting ESC

Update: Apr 2 @ 10:15pm

v1.4.3 uploaded

- a few quick bug fixes

Update: Apr 2 @ 2:25pm

v1.4.2 uploaded

- fixed bug with division by 0 when calculating governance stats in the vanilla map, which also corrupted saves
- reversed code added in v1.4 to catch mercenaries coming with envoy officer upgrades, further tweaked already formerly exisiting code for the same task (keeping fingers crossed this eventually does the job)

Update: Mar 31 @ 2:13pm

v1.4.1 uploaded

- resolved bug in scipt that added reputation for a general when capturing a city. The getpop() function doesn't work for some reason. Therefore changed that the amount of reputation is not dependent on city population but on walllevel.

Update: Mar 30 @ 2:26pm

v1.4 "Upgrades & Officers" uploaded

Officers
- quartermaster general now unlocks fieldcamp stance
- trainer general now unlocks drill stance
- new horsemaster officer exclusively for cavalry units (1) gives speed, charblock and unlocks advances cavalry stances (b) removed advanced cavalry stances from military drill skill (c) engineer officer no longer available for cavalry units
- decreased xp cost for higher ranking envoy officers
- raider generals have new attribute "predatory pacts", which enables them to build pirates' lairs / raider camps

Upgrades
- added pirates' lair / raider camp upgrade to forts which turns fort and any slaves within over to pirates/raider faction
- added more immersive names and tooltips for resource production upgrades in mines, farms, cattlefarsm, vineyards, finseries, forests
- customs office upgrade in bridges reduces maintenance and community
- added level 2 upgrades to all resource production upgrades giving an additional +25% production
- rotary mill upgrade for farms no longer locked behind industry skill
- added diferent resource production upgrades to reiverine and coastal fisheries
- added a level 2 upgrade to shrines ("sactuary") giving -50% slave revolt risk
- added -50% slave revolt risk to resource protection ("palisade") upgrades
- added resource prospection upgrade to depleted mines, giving a 50% chance ro remove the resource depletion modifier
- level 2 monument upgrade gives 2 general reputation /week and level 2 nobels' garden upgrade gives 2 general loyalty /week (instead of just 1)

Scripts
- defensive taskforces should now somewhat react to nearby events, i.e. (a) come to the defense of a nearby city, (b) try to retake recently lost nearby cities
- structured the talkinghead message for "council of elders" for advise on governance a bit more readable
- show "protection from slave revolts" in the governance panel
- some more code improvements

Other
- more quotes for the loading screen

Update: Mar 6 @ 11:51am

v1.3.4 uploaded

- yet another bug fix for the Defensive Taskforce (more resilient AI game option)