Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Iberia v0.7 Base version
   
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772.725 MB
Sep 5, 2016 @ 5:14am
Dec 20, 2022 @ 8:38am
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Iberia v0.7 Base version

Description
Set in Iberia during roughly the 3rd Century BC, this is a large mod of comparable size to vanilla.

This is the base version of the mod, and does NOT require the Eagle King DLC.

The mod's campaign pack (which also adds some other features) is available as a separate add-on here:
http://steamcommunity.com/sharedfiles/filedetails/?id=876564570
(The add-on DOES require the Eagle King DLC)

FEATURES:
-New 157-city map of Iberia! Complete with custom 2D strategy map with multiple zoom layers of geographical information texts.
-Sandbox scenario set on the new map, including:
---32 playable factions across 6 faction groups.
---Specific faction objectives for each faction, granting an additional victory point, for a tiny bit of flavour
---Custom unit graphics for Greek, Roman, Phoenician and Berber rosters (other faction groups will receive custom graphics in the future as well)
---Historical/mythological starting generals for certain factions
---Balearic Slingers, Gallic Naked Skirmishers, Numidian cavalry and some other units available as mercenaries
---Barcid and Roman invasion events (similar to the Senones event in vanilla)
-Whole slew of historical information in city/faction descriptions.

NOT YET IMPLEMENTED FEATURES:
-Some faction groups are still due to receive custom unit graphics and currently use vanilla graphics as stand-ins.
-Additional polishing on certain parts of the map

COMPATIBILITY NOTES:
-Current version works with 3.3.5. Does not require DLC.
-Mod should leave the vanilla campaigns completely unaffected and playable as normal, assuming no other mods are installed.
-I can guarantee compatibility with other mods made by myself, but not with those of other mod makers
151 Comments
Iakovosian Dec 11, 2024 @ 11:20am 
Ah, ok then - apologies for the errant claim! Been a while since I played a game this far on vanilla. Thanks for clarifying.
Fristi61  [author] Dec 11, 2024 @ 9:54am 
Well, those "faction X asks for help to capture or defend city Y" objectives are just default base game sandbox events.
I can see how and why the edge case you describe would happen, but it should also happen in vanilla and other basic sandbox mods such as Classical World etc.
It's kind of a base game bug, rather than an Iberia mod bug.
Iakovosian Dec 10, 2024 @ 7:27am 
Hi Fristi! First off, I love your mods, and greatly appreciate the help and knowledge that you offer other modders. Now for the report...

I'm playing the Iberia sandbox, and came upon a possible unintended edge-case regarding the objectives to help an AI faction capture/defend an AI city. I found that if I happen to capture the target city before the event timer completes, the objective is not cancelled. And when it completes, the city still suddenly changes to the aggressor faction (either from choosing to help the aggressor, or from it timing out and the aggressor being the default winner).
I've got a savegame from just before it happens, if you need that to take a look.
Fristi61  [author] Nov 5, 2024 @ 3:42am 
You can use the fisheries to create sea trade routes.

The little fort north of Paelontium seems to have its water access bugged out though. I'll fix that in the next version.
mazytus Nov 3, 2024 @ 11:02pm 
Is there no possibility of trading between the Paelontum-Lucus Asturum and Portus Blendum neighborhoods?

Ships sail, but it is impossible to create sea trade routes?
Fristi61  [author] Jun 12, 2024 @ 12:29pm 
Ahhh, yes.
You'll want to go to iberia300bcdlc/resources/objectives/iberia300bcinv/spawnbarcidfamilymemberinvsandbox.lua and change line 12 from
if (getplayerfaction() ~= getfactionbyname("Barcids")) then return false end;
to
if (getplayerfaction() ~= getfactionbyname("Barcids") and getplayerfaction() ~= getfactionbyname("CarthageIberia")) then return false end;
The Real Henri Jun 12, 2024 @ 12:20pm 
I meant playing as Carthage in the sandbox is it possible to have hannibal and his brothers join the faction. Sort of how they spawn after taking a certain number of cities as the barcids in the invader scenario.
Fristi61  [author] Jun 12, 2024 @ 12:19pm 
Oh and the general starting points and attributes are in Iberia300BCDLC/resources/scripts/iberiainvkingspreloadinit.lua
Fristi61  [author] Jun 12, 2024 @ 12:13pm 
The Barcids should already spawn in sandbox. If you're not playing as Carthage yourself and you have at least 10 cities, and you haven't conquered all of their possible spawn points, then they should eventually spawn.
The Real Henri Jun 12, 2024 @ 12:03pm 
Any way to spawn the barcid family in to sandbox? Tried playing with some commands but no luck. Tried adjusting the script from the invader scenario as well but beyond me. I've also been trying to adjust the general starting points in the Invader scenario but can't seem to make it work. Wondering if you could point me in the right direction.
Love the mods, been away for a bit and came back to the punic campaigns. Amazing work.