Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Governance
144 Comments
Canute VII  [author] Mar 1 @ 10:20am 
Hey, I guess this happened when you tried to open the council of elders task, right? Somehow in your game a global variable has not been assigned a value (yet). There's routine that runs every week to assign a value so if you just wait a few in-game days until it has run, everything should be fine again.
some moron Feb 28 @ 12:19pm 
crashes
Hegemony III 3.3.5 rev.43872 x64
DLC/TheEagleKing is active
Loading game: Resources/Scenarios/Aiakides/aiakides.xml
[string "Resources\Scripts\GlobalFunctionsPostLoadIn..."]:13: attempt to compare nil with number
Stack trace:
[string "Resources\Scripts\GlobalFunctionsPostLoadIn..."]:13
[string "Governance.CouncilOfElders1.Subtask1"]:1
Canute VII  [author] Oct 9, 2023 @ 11:59am 
Hey, if you mean to close the talkinghead messagebox, then try to open the console (using F2) and enter "closescriptwindows()" + ENTER.
NylQwill Oct 8, 2023 @ 7:43am 
Clicked on the governance quest asking about what it does. My administrator refuses to close upon clicking check mark and the Admin is now locked to the message and events, such as; going to an independent native city the quest window does not proc.

Is there a command that forces the admin window to close?
dujxjxd4176 Sep 10, 2023 @ 3:29pm 
Ah thanks.
Canute VII  [author] Sep 10, 2023 @ 7:49am 
@dujxjxd4176 - I made a few small changes and it should work now without The Eagle King DLC
Canute VII  [author] Sep 9, 2023 @ 5:34am 
Ah, good hint. Ps: there's a sale right now at wingamestore if you want to grab it
dujxjxd4176 Sep 9, 2023 @ 5:25am 
Nope no dlc installed
Canute VII  [author] Sep 9, 2023 @ 4:34am 
Oh thx, I will check later today. Just a first question: do you happen to have the Eagle King DLC installed (because sicilian faction group is DLC)?
dujxjxd4176 Sep 9, 2023 @ 1:14am 
Umm, there is a error when I run this mod in base game. The game fails to launch and say error caught while parsing entity file at skill tree_ society .xnt. Error trying to merge entity. class ( fraction group, type Sicilian )
mazytus Jul 23, 2023 @ 9:57am 
mazytus Jul 23, 2023 @ 9:54am 
DLC/TheEagleKing
ActiveDiplomacy
AlternateStartDates
Community
MoreFactionGroups
MorePlayableInvaders
VA
Canute VII  [author] Jul 23, 2023 @ 7:21am 
Hey, are you sure this is due to this mod? Because I don't change gamespeed in this mod... I have searched all my mods for the "setgamespeed" command now: if I set this to one in the beginning of a script, I always set it back to the original value. Are there other mods you're using?
mazytus Jul 23, 2023 @ 5:28am 
Some script constantly resets the speed of the game to 1 ... It really spoils the whole game...
Canute VII  [author] Apr 22, 2023 @ 4:02am 
Alright, these should be fixed now (see changenotes). I haven't looked into the slave issue, yet, but I guess it's only just a bit gamey so you can chose yourself if you want to employ such a strategy or not (I will probably give this a look later, though).
mazytus Apr 13, 2023 @ 12:20am 
In the "New Home" scenario, the +25% bonus to the productivity livestock farm production of the settlement's is reset to zero by mod bonuses.
mazytus Apr 9, 2023 @ 6:17am 
When you have slave revolts, it makes sense (if you have few slaves) to take slaves to the cities. You can also buy slaves in the city, since they never rebel in cities.
mazytus Apr 6, 2023 @ 11:10pm 
** I have one city - the capital. It has a second-level palace (+150% authority). When activating the council of elders, the message says that I have 0% authority from buildings and 150% of society from buildings.

Where is the typo?
Canute VII  [author] Apr 5, 2023 @ 3:43am 
I already added the berber factiongroup form Iberia, so you should see a society skill tree and get starting reforms. Or do you mean something else?

Will look into the slave uprising. Also into the requisition thing (although that's from Active Diplomacy :-) Thx for reporting.
mazytus Apr 5, 2023 @ 2:22am 
Invalid faction.
Stack trace:
[C]:-1
[string "Resources\Scripts\RequisitionResourceNodePe..."]:15
mazytus Apr 5, 2023 @ 2:10am 
Iberia300BC

<class>faction</class>
<type>Mauri</type>
<factiongroup>berber</factiongroup>
mazytus Apr 3, 2023 @ 5:21am 
> setgamespeed(3)
[string "resources/scripts/slaveuprising/EventSlaveU..."]:151: attempt to compare nil with number
Stack trace:
[string "resources/scripts/slaveuprising/EventSlaveU..."]:151
[string "resources/scripts/slaveuprising/EventSlaveU..."]:245

It happens when you transfer slaves from a supposed resource building to the nearest city with a garrison.
mazytus Apr 1, 2023 @ 8:45am 
disk_yandex_ru_d/jUeEbP5dhU2r6w
mazytus Apr 1, 2023 @ 8:40am 
DLC/TheEagleKing
ActiveDiplomacy
Fortress
Governance
HuntersLodge
Iberia300BC
Iberia300BCDLC
MilitaryDrill
TheAICheatsReallyHard
TradeSkills

{LINK REMOVED}
Canute VII  [author] Apr 1, 2023 @ 8:35am 
O.k. I see, not sure exactly sure why this error occurs then, but I've added a few more conditions so that the script will just jump over the concerned lines if the king has routed.
mazytus Apr 1, 2023 @ 8:19am 
There is a capital, this bug appeared in the "New Home" for Iberia, when a detachment with the king was killed and he woke up in the city.
Canute VII  [author] Apr 1, 2023 @ 7:44am 
O.k., thanks, I've added two factiongroups to the compatibility script, probabaly introduced in the last update to Iberia.

At to the error: do you have a capital city and a king? If not (for some reason) then this would explain the error and I could fix it.
mazytus Apr 1, 2023 @ 7:13am 
> setgamespeed(5)
[string "resources/Scripts/GovernanceStats/SetGovern..."]:247: attempt to index a nil value
Stack trace:
[string "resources/Scripts/GovernanceStats/SetGovern..."]:247
[string "resources/Scripts/GovernanceStats/SetGovern..."]:1037
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
[string "resources/Scripts/GovernanceStats/SetGovern..."]:247: attempt to index a nil value
Stack trace:
[string "resources/Scripts/GovernanceStats/SetGovern..."]:247
[string "resources/Scripts/GovernanceStats/SetGovern..."]:1037
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
> setgamespeed(1)
Loading game: rome_010
> setgamespeed(5)
> clipboard(history())
mazytus Apr 1, 2023 @ 12:48am 
Governance create Config_Comp_GOV_IBER.xnt
with only a part of the factions
mazytus Apr 1, 2023 @ 12:43am 
Iberia300BC

<entity class="factiongroup" type="Romeiberia" modtechnique="merge">
<skilltree class="skilltree" type="tree_common_society"/>
</entity>
Canute VII  [author] Mar 24, 2023 @ 1:04pm 
Should be fixed, now!
mazytus Mar 24, 2023 @ 10:32am 
[string "resources/scripts/slaveuprising/EventSlaveU..."]:16: attempt to compare nil with number
Stack trace:
[string "resources/scripts/slaveuprising/EventSlaveU..."]:16
[string "resources/scripts/slaveuprising/EventSlaveU..."]:236
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
[string "Resources/Scripts/CrossroadOfCultures/Apply..."]:39: attempt to index a nil value
Stack trace:
[string "Resources/Scripts/CrossroadOfCultures/Apply..."]:39
[string "Resources/Scripts/CrossroadOfCultures/Apply..."]:50
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
> clipboard(history())
mazytus Mar 24, 2023 @ 10:31am 
Scenario "New Home"

[string "Governance.GovernancePanel.Subtask1"]:13: attempt to compare number with nil
Stack trace:
[string "Governance.GovernancePanel.Subtask1"]:13
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
[string "Governance.GovernancePanel.Subtask2"]:13: attempt to compare number with nil
Stack trace:
[string "Governance.GovernancePanel.Subtask2"]:13
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
[string "Governance.GovernancePanel.Subtask3"]:13: attempt to compare number with nil
Stack trace:
[string "Governance.GovernancePanel.Subtask3"]:13
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
> clipboard(history())
Canute VII  [author] Mar 20, 2023 @ 1:29pm 
I have added the celtiberians, now - cheers!
mazytus Mar 20, 2023 @ 7:09am 
<entity class="factiongroup" type="Celtiberians" modtechnique="merge">
<skilltree class="skilltree" type="tree_common_society"/>
</entity>

don't exists in startup.lua
mazytus Mar 20, 2023 @ 5:42am 
Renamed the folder to CW9 and everything worked.

The whole trick is that I have all the Hegemony licenses, but I play pirate at work, since there is no Internet access at work.

The license has all the mods in the incentive and they need to be disconnected-connected, which is very inconvenient.

The pirate has all the mods in the documents and they need to be renamed there in accordance with the internal name.
Canute VII  [author] Mar 20, 2023 @ 4:58am 
I'm not an expert on this, but could it be that you are not using a windows file system/windows OS? If you're using linux then the paths and file logic might be different and the compatibility algorithm can't detect active mods (although I've badically copied it from the base game files).

I've noticed that you're writing "CW96" for the mid short name. If this has changed in cimparison to when I created my script, then the algorithm simply might not recognize the CW mod anymore. I shall test this in the evening.

You could try and put CW on first position in the load order, maybe that could help. I'm also not sure if MFG and CW are compatible, since MFG was made to improve vanilla.
mazytus Mar 20, 2023 @ 2:58am 
DLC/TheEagleKing
ActiveDiplomacy
TheAICheatsReallyHard
Fortress
HuntersLodge
MilitaryDrill
TradeSkills
Governance
CW96

DLC/TheEagleKing
ActiveDiplomacy
TheAICheatsReallyHard
Fortress
HuntersLodge
MilitaryDrill
TradeSkills
Governance
CW96

I tried such loading orders and the file is not created...
mazytus Mar 20, 2023 @ 2:47am 
This happens because two mods are installed at once:
CW9.6
MoreFactionGroups

After disabling the mod "MoreFactionGroups", the creation of a configuration file does not occur.

After the mods
"MoreFactionGroups"
"Community_Comp_ClassicalWorld"
"Community_Comp_MFG"
are removed, the cfg-file is not created.

There is no compatibility of mods "CW9.6" and "Governancy".
mazytus Mar 20, 2023 @ 2:07am 
mazytus Mar 19, 2023 @ 12:43pm 
This is the file the game automatically creates when the menu appears.

{LINK REMOVED}
Canute VII  [author] Jan 22, 2023 @ 2:17am 
O.k. guys, I've uploaded a patch that (1) should make the initial skill research faster and (2) slow down skill research in the end to account for the huge CW map. If it still seems too slow or too fast or you notice anything other with the mod that would deserve my attention, then I'm all ears :-)
Tibus Jan 21, 2023 @ 10:04pm 
Also once you get to a certain lev of power people pay you to not atk them lol....
Tibus Jan 21, 2023 @ 10:03pm 
Hey Guys Im a long way into a CW9 map playing Ghana Kingdom and depending on buildings you build plus the non-native research progress im earning 1700+ research point per week. Keep in mind i have now captured all nth africa and now spain and sardinia so i have i think 22 cities under my control. The research speeds up the more you capture and the type of buildings you build. Im almost finished all the research tree except the society section lol. Im dreading the change as it will cause issues with moral. So Boanerdes just stick at it be patient take your time and move slower to capture new cities and it will help a lot
Canute VII  [author] Jan 21, 2023 @ 1:32pm 
By the way, are you aware that you will get more skill research the more non-native cities you conquer (and don't colonize)? So that kicks in only later in the game when you already have a little empire, you might not have noticed it thus.
Canute VII  [author] Jan 21, 2023 @ 1:26pm 
I see, thanks for the feedback! it's actually an unintended consequence of introducing starting skills in the society tree. I'll think about how to help with this.
Boanerges Jan 21, 2023 @ 12:48pm 
Sorry for my bad english, i mean that you need more research point to advance in the research tree...or example you need only 700 point to get 1 research and in this mod that number increase to 1700 so you need almost 3 more weeks
Canute VII  [author] Jan 21, 2023 @ 12:44pm 
Hey, thx! I'm not sure I understand what you mean by "the research point that is way larger than CW9"? Do you mean that there are more skill (techs) to research (because I've added the society skill tree, obviously) and so it takes longer to research all the skills?
Boanerges Jan 21, 2023 @ 12:23pm 
Hello! great mod! i tried it with wc9 and it works very well!the only thing that made me play without this mod is the research point that is way larger than wc9. It is possible that you change it so it could be more compatible with that mod? maybe a patch or something? Thank you very much for your time brother!!
Tibus Jan 18, 2023 @ 10:20pm 
Ty for this it helps