Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.4.24
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Update: Dec 1, 2024 @ 3:48am

v1.2.13 uploaded

- potential bug fixes for (a) "negative Inflation", (b) script error for envoy unloading from ship into city and (c) oracle objective missing decadence value

Update: Nov 30, 2024 @ 1:28pm

v1.2.12 uploaded

- to fix a (most likely) vanilla bug, AI brigades with negative XP (possibly from some kind of variable overflow) get their XP reset (as part of the trapped unit script)
- new script that should help avoid some silly behaviour of AI defensive taskforces when their city is captured
- in the officer upgrade script of the "more resilient AI" option the number of generals a faction can get is restricted to the number of native cities
- reworked the officer upgrade script of the "more resilient AI" option to give more useful officers dependent on the brigade's stanceclass (thx @Iakovosian for the idea)
- added some more text to the log message when wolves spawn, so player is less puzzled when wolves start freeing slaves

Update: Nov 25, 2024 @ 1:20pm

v1.2.11 uploaded

- the officer upgrade scipt in the "more resilient AI" option will now not only upgrade officers but eventually also generals
- another try to fix an ominous bug in the "trapped unit" script

Update: Nov 25, 2024 @ 12:10am

Update: Nov 24, 2024 @ 12:45pm

v1.2.10 uploaded

- inflation now accounts for resource income and expenses from merchant trade
- there will be an increased number of AI invasion plans in the "invasion by neighbours" script in the "more resilient AI" option now. An invasion plan corresponds with a separate target and army. The number of plans will be determined randomly based on number of player cities and AI aggressiveness.

Update: Nov 24, 2024 @ 12:40pm

Update: Nov 24, 2024 @ 3:04am

v1.2.09 uploaded

- changes to the high priest script: (1) to keep the high priest you can also build temples of your own religion, they will count like an additional shrine and (2) the priest isn't killed anymore, but merely routs.
- bug fix for envoy script

Update: Nov 24, 2024 @ 2:53am

Update: Nov 22, 2024 @ 12:19pm

v1.2.08 uploaded

- when a city is at the required pop growth threshold and a migrant brigade is recruited a message will be shown in the message log hinting at the city falling below the threshold and not being able to upgrade
- fixed bug where an envoy was expelled from a city due to city capacity but the local variable in the script was not cleared, thus resulting in the envoy being expelled again an again
- any city upgrades that give XP to envoys will now also check for upgrade progress so XP will only be granted if the upgrade is actually finished and not only in progress

Update: Nov 17, 2024 @ 1:33pm

v1.2.07 uploaded

- the "difficulty manager" will be switched on now early in game as it turned out that with some mods it wasn't. Imo it's a precondition for some AI script functions to work properly (e.g. the functions used in this change's second item). This will likely help the AI be more proactive and "intelligent".
- introduced a new AI script in the "more resilient AI" option that regularly triggers AI invasions of the player by neighbouring hostile factions without truce. AI will devise its own plans and act according to its own (hidden) calculations of risk/reward/cost (i.e. there is no guarantee it will invade, but it will at least "consider" doing it). The likelihood that the script will be triggered is dependent on difficulty level.
- some more small script improvements