Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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CW10.2
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3.657 GB
Jun 28 @ 6:13pm
Jul 26 @ 11:53pm
2 Change Notes ( view )

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CW10.2

Description
Classical World Ten. Celebrating 10 years since this amazing game was released.
For images and details see CW9 mod page. This is a relatively minor upgrade from that and represents the final version of CW. I'll check back from time to time to see if any little things need changing but won't be doing much more work on CW.

As previously it needs both Hegemony 2 and 3 and all DLC for both. If you don't have them all you can buy all on Steam and then refund all other than CW3. Whatever graphical files are needed to work w this mod will remain on your computer even after refund.


Change log :

27/7/25 - added city of Lilybaeum in Sicily
added bugfix from Canute
incorporated the fix to Sardinians.
so deleted 10.1



Fixed city of Treva in Germania
Added ~ 6 new island forts

Added the city of Olbia Pontica

Added back Roman Principes and Triarii
Popular Discussions View All (1)
0
Jul 16 @ 10:10am
BugfixInitialPostLoadInit.lua
Canute VII
17 Comments
JakeSlayer Sep 18 @ 6:29pm 
Tried playing as the Cimbri/Teutones and it crashes everytime
Mathew_01 Sep 16 @ 9:29pm 
Found an interesting bug/glitch. Unsure if its base game or the mod. The Southern Bridge over the Rhine east of Clauna, when seiged, has its garison die off in an instant when it takes missile fire. Currently tested with Stone walls. Makes it a real pain to hold.
HODL Aug 26 @ 5:08pm 
Thanks for this new version!:steamthumbsup:
UrbanCohort Jul 31 @ 11:12am 
error when attacking the taskforce of Epirus, I generated a dumpfile, maybe you can use that?
Canute VII Jul 25 @ 1:33pm 
@markdeakin14: I have loaded up the game, adopted the supply range 2 skill and increased all cities' pop to 12 (by script, mind you). I didn't get the bug, which leads me to suspect it's either a new one or a different cause. Do you have any other mods enabled?
Domination Station Jul 20 @ 10:39pm 
superb work as always!
markdeakin14 Jul 16 @ 2:01pm 
Errr I think the bug is back. My game just crashed with a 32 exception.
Canute VII Jul 16 @ 10:14am 
Alright, I have now created a more dynamic script to deal with the bug. It doesn't apply a -100% teritory range from start, but each time a relevant city grows, the script decreased supply range in order to counter the increased supply range from city growth. The script also takes into account faction skills. It doesn't however take accont of any (modded) upgrades that might give territory range and I also haven't tested if those might incur the bug.

@SGZ: please see the discussion thread I have openend with the code for the script. You may upload this with the next version of CW10 if you feel it's good.
Canute VII Jul 15 @ 12:21pm 
I see. Next werk I can have a look and try to improve the script.
mazytus Jul 15 @ 5:12am 
There is a problem - enemy troops are standing near these cities without food and losing morale.