Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Iberia v0.7 Campaign pack add-on
59 Comments
Fristi61  [author] Dec 20, 2022 @ 11:44am 
Not sure, they're all a bit different, probably depends on what playstyle you're most comfortable with.
Save often.
Canute VII Dec 20, 2022 @ 10:26am 
Hm, now that there are three (3) campaigns included here,
(a) Barcid Spain,
(b) 2nd Punic War,
(c) Iberian Revolt,
how would you rate them in order of difficulty?
sirmic Oct 26, 2021 @ 1:12pm 
Hello Fristi, I have finished both campaigns without problem (only Castelo bug which you have ironed out). I would like to express my gratitude to you for this, really enjoyed all historic info!
THANK YOU
TheDudeAbides May 30, 2021 @ 6:13pm 
Is there any way you could at least add the Barcids as an invading faction in the base Italy map?
TheDudeAbides Apr 15, 2021 @ 4:31pm 
I will Saturday. Absolutely slammed until then. Your work is marvelous btw!
Fristi61  [author] Apr 15, 2021 @ 1:01pm 
Dang. Please show me a screenshot of the error message so I can identify the issue.
TheDudeAbides Apr 15, 2021 @ 12:12pm 
So I am getting an error message when I take Castulo?
TheDudeAbides Apr 8, 2021 @ 9:06am 
I didn’t get notified that the campaign was out! Man fristi I will buy you a bottle of whatever you drink if we ever meet
SpiderFrodo Mar 6, 2021 @ 12:04pm 
just beat the new campaign, great set of missions!
Fristi61  [author] Feb 3, 2021 @ 2:46pm 
Another small fix to fix a bug that could occur in the recurring payment objectives of both campaigns, where the task could become glitched and impossible to complete (leading to defeat when the timer eventually expires)
Fristi61  [author] Jan 23, 2021 @ 2:33pm 
(If you've already made it past the beginning part succesfully, you can continue playing as normal and don't need to worry about it)
Fristi61  [author] Jan 23, 2021 @ 2:31pm 
Quick hotfix to prevent players from making certain mistakes related to aggroing certain factions early in the campaign which could make managing the economy harder than intended
moscaflaca Jan 21, 2021 @ 1:38pm 
😎😎😁
Fristi61  [author] Jan 21, 2021 @ 12:14pm 
Update! The second scripted campaign, detailing events in Iberia during the Second Punic War, is out now.

The campaign took a really long time to make and is much more detailed in terms of scripts, objectives, narrative and events than the first one, despite covering a shorter time period.

This is in part because the historical events that this campaign depicts are described in a lot more detail by historians, and there were certain reversals of fortune that are too essential to the story for me to ignore. Also, it's a period of total warfare, so there were a lot of historical battles to include.

There may be a few surprises and unavoidable setbacks along the way. After all, you're going up against your protagonists of the first campaign, and they're not pushovers. Save often!

Please report any bugs you encounter so that I may squash them under my boot.
TheDudeAbides Aug 17, 2020 @ 8:17am 
You rock!
moscaflaca Aug 14, 2020 @ 10:21am 
😎
Fristi61  [author] Aug 14, 2020 @ 6:54am 
Minor patch out today that adds all Barcid family members to Invader mode when playing as the Barcids, and a few very minor tweaks to the Hamilcar campaign to prevent certain unintended AI behaviors.
Changelog here: https://steamcommunity.com/sharedfiles/filedetails/changelog/876564570

Also the base version of the mod has been updated as well with a crash fix and some other minor fixes
Fristi61  [author] Aug 12, 2020 @ 8:35am 
Glad you enjoyed it!
Yes the AI is allowed to cross the red lines. Same as in the campaigns of Hegemony: Rome.
You can buy a truce through diplomacy though, if they are bothersome.
moscaflaca Aug 11, 2020 @ 12:46pm 
the hannibal campaign is really fun! thanks for making this.
Tom Feb 6, 2020 @ 3:34pm 
i think its a game breaking bug even if i build that camp or not it crashes the game so i can never get to the greek colonies i dont know what to chalk it up to
Fristi61  [author] Feb 4, 2020 @ 8:48am 
@Honcho thanks, indeed there was a typo with an extra zero in the Hastati missile damage.

@Tom Is it just that the game happened to crash once when you built that camp, or does it consistently occur every time you try it? I can't think of a reason why it would crash there atm, so I'm trying to verify that it isn't just a random game crash caused by something else.
You don't need to fully kill the Turdetani by the way, you should indeed be clear to just go after the Greek colonies.
[KOH] Honcho Feb 3, 2020 @ 12:13pm 
hastati have some crazy missile damage like 15k, principes have a more reasonable 2000
Tom Jan 14, 2020 @ 8:40am 
I can confirm there is a crash when you build a camp in eastern Spain when moving west to take those greek colonies its the camp east of illorci I think the name of that town is unless I need to fully kill the turdetani because they have 1 city left
TheDudeAbides Jan 10, 2020 @ 2:49pm 
Hey I had a bug at first but then once that was done, I had a fantastic time with the mod. It's easily DLC quality. I'd LOVE a 2nd Punic War campaign and I'd be willing to donate a modest amount to it.
VirtualHalo Nov 22, 2019 @ 7:30pm 
All-in-all, I had a really fun time playing this campaign... although it got a little easy in the end (I didn't have other mods).
[KOH] Honcho Nov 21, 2019 @ 8:11am 
say so more thxs
Fristi61  [author] Nov 21, 2019 @ 2:55am 
Note that objective is optional so it isn't automatically pinned on the right.
Fristi61  [author] Nov 21, 2019 @ 2:53am 
Thanks for the kind words! You get the Carthaginian Colonies through the optional "Gathering the Phoenicians" objective. Put the required amount of brigades in a city, wait a bit, city joins you.
[KOH] Honcho Nov 20, 2019 @ 11:12am 
for some reason the Chartaginian colonies won't join me, how do i solve this, im all the way to hamilcars death atm
[KOH] Honcho Nov 20, 2019 @ 11:09am 
Amazing work!! hope to see more in the future
Arrière-garde de la République Nov 12, 2019 @ 12:30am 
Barcid campaign is simply amazing ! Keep it up !
Ca_Putt Nov 10, 2019 @ 2:17am 
Hot!
SGZ***71 Nov 9, 2019 @ 9:56pm 
Quality = paid DLC. Amazing work. Very difficult campaign.
Fristi61  [author] Nov 8, 2019 @ 12:08pm 
Update! I hope you all will enjoy my new scripted campaign, detailing the activities of Hamilcar, Hasdrubal and Hannibal between the 1st and 2nd Punic Wars.

It's a long and challenging campaign, my test playthrough took about 18 hours to complete. There are some custom mechanics and occasional timed objectives that can sometimes result in defeat if not completed in time. I highly advise reading the descriptions and hints.

It is definitely intended for veteran players, who managed to complete Vanilla's Pyrrhus campaign.

I changed the name from "Invader mode & ship types add-on" because I think the new campaign really takes the cake here.
The Real Henri Apr 10, 2019 @ 10:00pm 
Eh, no real ideas, just wanted a central start for a capital. I figured out a work around. The ScriptGenerateMigrationTargets lua allows you to edit the distance it uses to calculate. With a little playing you can narrow down a general area. Lets you tweak the faction bonuses too. Also, this mod is amazing work. The map I play the most.
Fristi61  [author] Apr 10, 2019 @ 9:17am 
No, I left the generation of settlement sites to work the same way as the vanilla invader sandbox of the Eagle King dlc.

The way vanilla does it is the settlement sites are randomly picked from cities that are a certain rough distance from the starting position of your invader faction, in such a way that all of the settlement sites a medium distance from the starting position and not close to each other.

So basically it's random (though eligible cities depend on starting position) and I didn't tamper with it.

I could rework it down the line if you have any ideas? But it's not a priority for now.
The Real Henri Apr 9, 2019 @ 1:18pm 
Is it possible to set which cities generate as settlement sites?
Lanjane Jun 17, 2018 @ 2:03pm 
Could anybody please explain to me some tricks for successful invasion mode?
I tried a few times but always failed at the stage when you finally settled and have a city under your control. Problem is in an absolutely abysmal financial situation, like -700/-800 in a week. Even when I disband almost all my forces except 1-2 units, it seems the game just calculates costs in a wrong way.
Fristi61  [author] Dec 20, 2017 @ 6:34am 
Well, this is just the add-on that adds invader mode, so not much new is in this add-on itself, only one added faction to invader.
The updates are mainly in the base mod, and that is to say that all the factions are done and the entire map is done.
SGZ***71 Dec 20, 2017 @ 4:56am 
Cool. What's new ?
Fristi61  [author] Dec 20, 2017 @ 4:19am 
0.4 is out! The invader sandbox is now complete.
SGZ***71 Jul 23, 2017 @ 6:18am 
Ahh got it. Thanks Fristi61 and Ca-Putt. This opens up a huge new range of modding options for me. Cool
Ca_Putt Jul 23, 2017 @ 5:57am 
So <entity>
And then class and type. Just like in thr files on the repository
Ca_Putt Jul 23, 2017 @ 5:51am 
Don't use any mod technique just <entity>
SGZ***71 Jul 23, 2017 @ 5:49am 
Yep I've added the brigade_numidian_cavalry.xnt ( modified for my faction groups) and a corresponding string. The error must be in my faction group brigade list.xnt

I used modtechnique "merge" then tried "add" as shown. Neither work.


<entity modtechnique="add" class="brigade" type="numidianCavalry">
<buildfactiongroup>Numidia</buildfactiongroup>
<buildfactiongroup weight="5">Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="scorpionbrigade">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="commonScouts">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>

Fristi61  [author] Jul 23, 2017 @ 5:40am 
But, to answer your question. What's happening is it's trying to merge into a brigade entity that only exists in the Iberia mod and has not (or not yet) loaded. So if the Iberia mod is not active it won't work (and it would make your mod require the Iberia mod, a very bad idea if you ask me as there's likely compatibility issues).
Fristi61  [author] Jul 23, 2017 @ 5:37am 
"Error trying to merge entity", there should be no merging over existing entities. Just make new ones, it's easier and avoids issues like this.
SGZ***71 Jul 23, 2017 @ 4:03am 
Hi again. I've been looking at how you've added "new" units to your mod ie Numidian Cavalry. If I'm right you've adjusted an .xnt existing cav file and renamed it and then added a corresponding string for the new name. Then allocated it to a certain faction group. Is there another step ? When I try to do the same I get crash saying " Error caught parsing entity file named \Bedouin new brigade units list.xnt " " Error trying to merge entity. Original entity not found ( Class:brigade, Type:numidianCavalry). Any advice appreciated.
Fristi61  [author] Jun 16, 2017 @ 4:58am 
Random each time you start a new game.