Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

CW9.8.1
Requests for CW10
Here's a new thread to capture CW10 requests, as @SGZ mentioned. Hope this helps and does not unleash a flood that carries SGZ away!

1. Is there a way to make the poker chips on the map for added resources behave like the vanilla ones? I like that visual cue when the resources are only partially staffed, but implementing the "shading in" of the poker chip as the work force increases may be buried too deeply in the game code for the new resources to use.

2. Map tweaks, but nothing major. (The map is gorgeous.) There is something odd around Copenhagen contributing to the bug Canute VII just fixed (and maybe one or two other cities), and a few camp sites should have open water or river access by default. Glad to assist on this one, if you want some help.
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Showing 1-6 of 6 comments
SGZ***71  [developer] Feb 10 @ 9:59pm 
Thanks GamerGuy27.
1. not possible -apparently. ( I agree it'd be nice to have that visual cue).
2. easy. Specify where exactly you think map changes should be and lll take a look.
1. From a fellow but fledgling modder's perspective, could you try to organise your files into folders a bit more? It's hard to find what I need to ensure full compatibility at the moment!

2a. Could you try adding a couple more forts on some of the small islands that don't otherwise have much going for them?
2b. Or, if you could add another type of fort-like building that couldn't be entered and just provided a large view distance (like a one-off watchtower building), and maybe a trade node, that could be cool.

3. Siege equipment is always interesting to play with - are you able to fix/add any more of these within the scope of the historical period?
Last edited by Iakovosian; Feb 20 @ 2:38pm
SGZ***71  [developer] Feb 21 @ 4:06am 
Thanks Iakovosian.
1. yeah I know the structure is a dogs breakfast but to reorganise it would be a massive job and beyond my time availability.
2. a --- which islands are you talking about ?
2b. - not sure how to do that. Nice idea though.
3. I had to remove many Siege engines due to persistent crashes , which I have no idea why they happened. I can really only use the models in H3, not imported ones from Heg Rome for this and I've made a fair few variants of the scorpion/ ballista style. Have you anything else in mind ?
Hi SGZ,

I've stumbled upon the Carthage Faction Group in the CW9 files, yet I believe this actually doesn't exist any more and has been replaced by the Punic Faction Group at some point in CW-history. So it may be a good idea to take the opportunity and clean up a bit?


Still references the Carthaga Faction Group instead of the Punic faction group (may cause errors if this spawns somehow?):

CarthageIndie.xnt

I guess the following is not needed any more:

Carthage faction gp.str

References the Carthage marcfaction group, but not the punic mercfaction group (idk if it's an oversight or intended):

hellriders.xnt
africansword.xnt
Arab Swords.xnt
brigade_baktria_skirm.xnt
brigade_Huns_china_merc_spearmen.xnt
brigade_palace_guard_sabellic_light_hoplite.xnt
bushmen_kalahari_archer.xnt
crazedspears.xnt
egyptianfalcata_brigade.xnt
falcata_bullfighters_Brigade.xnt
Han_china_spearmen_brigade.xnt
horsearcher.xnt
indianspear_brigade.xnt
parthianhorsearcher.xnt
numidian_light_spear_brigade.xnt
Roman Light Sword_Skirmisher Brigade.xnt
rabble_brigade.xnt
steppehorsemen.xnt

(lot's of brigades still have a buildfactiongroup or mercfactiongroup Carthage, but I guess it doesn't hurt either)

I think I've read that you wanted to remove "sappers"?

sappers_brigade.xnt
SGZ***71  [developer] Mar 23 @ 3:42am 
Ahh. Thanks Canute. I'll tidy that up.
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