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 Mount&Blade Repository » Mods » Hegemony 268 B.C. v1.91 Beta
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View this file on the M&B NexusFile Listing: Hegemony 268 B.C. v1.91 Beta
Last Updated: Jul 16, 2008, 01:42:49 am
First Created: Mar 22, 2008, 04:02:17 pm
File version: 1.96
For M&B version: .960
Downloads: 94,531 Size: 60.42 MB
Views: 134,639 Type: EXE
Home:  Hegemony 268 B.C.
Rating (13 votes): 4.4 / 5.0
Hegemony 268 B.C. version 1.96 Beta

While we wait on the community to develope several tools essential to the mod, i've decided to release a beta for the .960 port.
This beta is open to the public, and while the game should be fully functional, the players are asked to report an issues which
may have occured under radar during the port process, in order to resolve issues for the official .960 release.

Some of the changes from 1.91 to 1.96 port include:

1. Native horse models used as placeholders till reworks to animations are done
2. Native banners used as placeholders till workaround can be resolved for custom banners
3. Squabbles disabled for Hero NPCs
4. The threshhold for reinforcement waves has been reduced, as this may have been directly responsible for Vista users CTD.

New units / items:

1. Additional heroes(equal to the native number for convenience). Almost all of them do not have custom dialogue.

Correction to bugs / other changes:

1. Fixed many spots on the map where units could get stuck. (think I got them all)
2. Smoothed several rivers, shores, and land areas.
3. Reworked parts of Greece geography

Known issues:

1. Many pretender dialogues go out of sequence. This is inclusive of the response from faction leaders as well.
2. One of the new battle maps may make some units act unresponsive. This is a native bug, and is not the result of modification.
3. Elephant models will act strangly. The old models are in use until a animation can be done for new models.
4. Some leg armour models are displayed at off angles at vendors. They should display fine in battles.
5. Skin tone armours display in game at extreme colours. This is the result of how color density has changed in the transition
of BRF versions, and will not be changed until a colouring tool can be implemented for the new BRF.
6. The old version of formations is still in game. While a fix for the formations has been developed using morale system, it will not
be implemented until it is decided whether the mod will feature the moral system, not feature it, or if it will be featured with an option to turn it off.

Please report any other issues on the Hegemony 268 B.C. forum.


Hegemony 268 B.C. formally Legions Mod Extended

This is the last VERSION for .903. The mod will be in a port process to .960 shortly


I've added a link to download different shader settings for some machines that are experiencing wierd helmet effects. Visit the forum for the link.

Changes for 1.91:

New Items:

1. 11 new armours
2. 12 new helmets and helmet variations
3. 7 new weapons
4. 8 new horse textures with new model type
5. New woad and dye "skins" available at vendors
6. 10 new shields and shield textures

Changes to units / items

1. Elephants have been remodelled and retextured
2. Mercenary Hoplites have been equipped with greaves.
3. Many Sarmatian units have been re-equipped with new equipment and horses
4. Iberian Scutari have been re-equipped with new equipment.
5. Many cavalry units have been equipped with additional style horses to reduce "clone effect"
6. All Sarissa units have had a slight increase to dexterity
7. 4 meter Sarissa units have had a slight increase to weapon skill
8. Reworked the cheekguards to Maniple units
9. Moral and cost values of Supply Camp / Military Rations / Baggage Train reduced.
10. Roman units standardized to a single pilum flag (two pila). Previously most had 2 pilum flags, giving them 4 rounds and making them behave as skirmishers longer than necessary.
11. Most Sarmatian units have been re-equipped. Some will occasionally carry shields, and many have been given access to additional weapons other than spears.
12. The Roxolani line of troops will now be the only line of Sarmatians to carry the Kontos and other heavy spear variants.
13. Several Sarmatian units have had their Power Draw ability toned down.
14. Scythian Foot Archers now have the option to upgrade to Scythian Axemen instead of Scythian Riders. The Scythian Axemen will in turn be able to upgrade to Scythian Riders which are now essential axemen on horseback. Scythian Foot Archers still retain their second option upgrade to Scythian Horse Archers.

Corrections to bugs:

1. Issue with some leaders giving excessive amounts of experience and renown corrected
2. Pugio model corrected.
3. Corrected passive AI parties
4. Corrected Libyan Pikemen being classified as archers

Changes to gameplay:

1. Reinforcements in battle has been adjusted from 2 to 20 waves. This means that battles between large groups of units(including sieges) can be played out in 1 single battle, rather than breaks inbetween. This gives a better representation of the loss and gains of momentum and advantages when larger units engage, rather than having unrealistic pauses in between. It also helps to give the the player an awareness of the scale of the situation, as the player will now be expected to better manage his/her health, and better pay attention to positions, formations etc.
2. The minimum threshhold at which reinforcements are called, has been doubled.

Changes to performance:

1. Introduction of first series of lods
2. Several texture sheets have been reduced in size from 1024 to 512

Overall most machines should start to see an increase to PC performance in battles.

No its not save game compatible, and no your computer isnt freezing up on game start.

Enjoy :-D

Changes for 1.9:

New items:

1. over 150 new helmets and helmet variations
2. 50+ new armors with variations of skin models for various races, including variations to leg armor as well. The degree in skin tone on armors is indicated by a (1) / (2) / (3), with 1 being lightest and 3 being darkest. No number indicates an unaltered tone. The variant skin tone items have been equipped to units to better represent the various ethnicities of the factions.
3. 5 new weapons
4. 1 new horse texture
5. 20 new shields and shield variants.
6. New faction banners, including banners which can be purchased at vendors (for aesthetic purposes atm).
7. 3 new trade good items for large parties
8. Additional overhand style spears have been made. Hasta and Bronze/Iron Doru have overhand models which can be found at vendors listed "Overhand x spear" if you can believe it.
- Standard spear variants have longer reach than overhand models. Overhand models have faster attack speed than standard models.

Changes to items:

1. A couple bow and arrow models have gone through name changes: Cretan arrows renamed to Bronze Tip arrows, and given an additional point of damage.
2. Several bows have had their projectile speed increased.
3. Almost all javelin models have had their projectile speed increased.
4. Falx given an additional 2 points of Damage.
5. Items have been rebalanced in terms of cost and armor rating in the case of armor types.
6. "Sling" projectile speed significantly increased.
7. Arrow capacity has been increased +3 globally for all stacks
8. Resized the Sandal model footwear. The legs may still appear a little overbearing on some characters (Females), but they are no longer Herculean.
9. Spears can no longer be used to parry. Player recommended to bring extra shield or sword
10. Many items have been retextured.
11. Hoplon block area slightly increased.
12. Shields have had their hit points reduced globally. This will encourage the player to carry extra shields or sink points into the nearly unused shields skill .
13. Higher tier horses have seen a reduction to hitpoints. Horses globally have had a small speed reduction. Armored horses have been given a slight increase to armor rating.
14. Added mail gloves to vendors.

Changes to gameplay:

1. Surgery now caps at 5 to better represent a wounded to dead ratio 1 to 4-5. No longer will the player have immortal armies.
2. Morale bonus of Leadership significantly increased.
3. The number of missle troops in AI stacks has been reduced and replaced with melee oriented troops.
4. Several factions have had a few of their units converted to pure melee units where before they had javelins with melee equipment. This should help to build depth to AI formation options, and give players of such factions a good account of the "Infantry" tree. Factions include Carthage, Gaul Federation, Tribes of Germania, Tribes of Iberia.
5. Sparta has been converted to a "Castle" model, yet will still retain a town icon.
6. Thermon has be moved to the Hellenic Cities faction, and an additional town has been included to compensate Macedon for the loss.
7. Several AI parties have had their map movement speed reduced.
8. 4 new starting options plus a replacement of the "freed slave" option.

Some other suprises

Changes to units:

1. Elephant riders have been significantly strengthened, and given access to better armor. In addition the units have had a reduction in cost.
2. AI heros and faction leaders have had an increase to stats and performance. In addition they are now worth significantly more experience when defeated.
3. Introduction of officer and general units for AI stacks. These units provide a role in deciding AI formations and can be a challenge to kill as well as give exceptional experience.
4. Gaesatae and Falxman have had their strength and HP significantly increased. It may be possible for you and your horse to both be one shot by a high speed bonus falx swing, so proceed with caution
5. Thracian Peltasts and Thracian Cavalry have been given Rhomphaia.
6. Several Sarmation cavalry units have been given access to Kontos.
7. Hetairoi has been renamed to Hetairoi Xystophoros and been given access to Xyston.
8. Hellenic Cataphracts have been given access to Xyston.
9. Several Sarmatian units which were equipped with daggers, have had those replaced with small spear models.
10. Iberian Lancers and Sacred Band Cavalry have been given access to Xyston.
11. Tribes of Germania units have had their axes replaced with spears/swords.

New units:

1. Germania now has access to a pike unit. Upgradable from Dugunthiz Spearman.
2. Hellenic Cities now has access to 3 meter Sarissa units. Upgradable from Hoplite.
3. Carthage now has access to a 4 meter Sarissa unit. Upgradable from Liby-Phoenician Infantry.
4. Dacia now has access to Rhomphaia units. Upgradable from Falxmen.
5. A new hero has been added to the tavern pool, bringing the total up to 11.


1. The Arena helmet which obstructs 3rd person vision has been replaced.
2. Corrected several "Sunken" town icons.
3. resolved the issue with some heros registering as minstrels.
4. Corrected issue with some bandit parties getting stuck on mountains.

Remaining bugs:

1. Some caravans may still get stuck ( I havent reinstalled M&B in order to get map ed to work). Continue to submit screenshots
of them so that I may iron them out.
2. A few arenas may still spawn you outside the arena area. I'm not placing priority on tracking down this issue since I will be going
to custom scenes shortly. Most of the arenas function properly. pick one and stick with it if you want arena combat.
3. Red text may still occasionally appear after battles. It's harmless

Special thanks to the following:

Cool Guy
William Berne
Spawn of Achilles
(I think thats everyone)

Everyone else who contributes suggestions and feeback in the LME forum,


1.32 quickfix:

- Resolved shader issues with Directx9 users
Formation support:

- Added ingame formation command listings. Press "M" while in battle to bring up list. (Thanks to Grailknighthero)

Item changes:

- Several spear units have had their reach tweaked to accuratly represent model range
- Kopis speed slighty increased
- Composite Bows made available for purchase from vendors
- Royal Phyrgian Helms made available at vendors

1.32 is not savegame compatible.


- Reknown required for additional party space reduced from 10 to 5
- "Son/Daughter of mercenary general" option should see a slight increase to starting renown

*Fix to new item shaders applied*

1.3 introduction of new changes:

- Faction Hellenistic Cities will be renamed to Hellenic City States.
- "Regiment" parties removed and replaced with kingdom parties. Faction party sizes will vary from 18 to 500 troop stacks.
- Bandit parties given a larger party size cap
- Player will be able to renounce his/her faction anytime via the reports tab (thanks to LCJr )
- Reworks of Roman shields by Merlkir
- New formations by Mirathei

Formation commands:

Keys for class selection:

U - Selects infantry
Y - Selects archers, javelin units, and infantry types with precursor weapons
T - Selects mounted troops and special troops (Elephants)

Key command for formation readiness:

K - Pressing this will tell the active class selected to follow the player in formation.
K - Pressing this a second time will cancel the follow command, and tell the formation to hold ground.

Keys for formation types:

Once you have selected which class you want to follow your instructions, the class will fall into these formations upon key stroke:

J - Pressing this will tell the selected class to form a square formation.
H - Pressing this will tell the selected class to form a line.
G - Pressing this will tell the selected class to form a wedge.

P - Pressing this will disable the selected class formation.

1). I will be starting the first phase of unit balances. Changes to be expected are:

- All units except leaders and special "barbarian" units (and a few elites) such as Gaesatae, will have powerstrike removed.
- Horse hitpoints as well as manueverability has been marginally reduced.
- Units with the ability Powerthrow, such as Thracian Peltasts will have that ability removed.
- Spears will globally have their attack speed reduced 3-4 points.
- Short swords and small thrusting weapons have had their speed increased 3-4 points.
- Throwing weapons with large stacks have had their damage toned down.

2). Introduction of new items / units:

- Elephant units will be recruitable for use in player armies. Player however will not have access to elephant mounts. Elephants can be recruited in taverns as mercenaries for now. (if you see a guy in the tavern without shins dont be alarmed, it's intended)
- Introduction of sarissa for player use, and recruitment options of sarissa phalanx units.
- 2 Sarissa models - 3.5 meter and 4.5 meter models.
- 6 New heroes ranging from levels 1-4
- Pugio available for purchase

3). Changes to items / units :

- Roman Javelin damage toned down. Greek Javelin renamed to Heavy Javelin and damage toned down.
- Pilum damage marginally increased to give maniple and imperial units initial punch.
- Falx now does piercing damage
- All axes will do piercing damage
- Axes have had their speed reduced: 8-10 for 2-handers, 4-5 for 1-handers.
- Altered the weight of armors -- Custom armors no longer all weigh 20.0
- Recycled and recolored several armor types to included linthorax models.
- Retouched colors of various armour models.
- One of the two gladius models made into a thrusting exclusive weapon.
- Level and weapon skills gap between raw recruits and professional units narrowed. Success of troop to troop combat more oriented
towards equipment

4). Other:

- Morale value of food increased.
- the renown required to increase party size by 1 has been reduced from 25 to 10.
- Slight reduction to battle load times.

5.) Correction of bugs:

- Fixed castle siege scenes asking for siege towers in place of ladders /vice versa
- Fixed arena spawn points.
- Corrected several locations on map where caravans were getting trapped
- Corrected the few town siege scenes that werent loading walls.
- Corrected issue with character creation when going back
More From This Author
Comments (Page 1 of 2)
IP: logged
 Re: Legions Mod Extended Phase 1.2 BETA  » posted by Ealabor on Mar 23, 2008, 03:20:46 pm
IP: logged
 Re: Legions Mod Extended Phase 1.2 BETA  » posted by Charidemus on Mar 24, 2008, 07:57:51 am
cool! :hammer:
IP: logged
 Re: Legions Mod Extended Phase 1.2 BETA  » posted by Charidemus on Mar 26, 2008, 07:55:10 pm
Can someone tell me what Theodosius Sogineses is used for :?: :?: :?:
IP: logged
 Re: Legions Mod Extended Phase 1.2 BETA  » posted by Ealabor on Mar 26, 2008, 10:39:01 pm
Theodosius Sosigenes is the "medic" of the initial 4 heroes. Keep him in the back, and out of combat if possible to make the most out of his high sugical and treatment abilites.
IP: logged
 Re: Legions Mod Extended Phase 1.2 BETA  » posted by Charidemus on Mar 31, 2008, 10:02:31 pm
thnx :-D
IP: logged
 Re: Legions Mod Extended Phase 1 v1.9  » posted by jorinen on May 25, 2008, 12:28:41 pm
is there eny chace that you guy's port this mod to 0.952/3(or what ever is going to be the next stable version...)

IP: logged
 Re: Legions Mod Extended Phase 1 v1.9  » posted by Ealabor on May 29, 2008, 12:36:29 am
Once the source for the new version is released, yes
IP: logged
 plz hurry  » posted by brettore on Jun 27, 2008, 05:49:16 pm
JUST MAKE THIS FOR .960 ALREADY ITS KILLING ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by K2tyl3K on Jul 16, 2008, 09:17:48 pm
it is hard not to die in the beginning. I was like 20 troops vs an army of 1002 dacians.
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by Coel on Jul 18, 2008, 07:29:29 pm
I like this mod. 10/10 One of my favorite ages in history is the Late Bronze Age, Early Iron Age.
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by Fresh Name on Jul 19, 2008, 05:27:19 am
Thanks for your Mod!
Now i have a problem, in world map i can only move radar on 2/3 right of the map, can't move radar into the 1/3 remain. Anybody know how to fix this error please help me. Thanks
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by evghin on Jul 21, 2008, 09:16:39 am
why is he called Hegemony ???
i sugest you to make a module called Medieval 2 , with everithink...

this module ,must include the aztecs , the mongols , everithink. but i think it ocupies too much memory . i think you need 2 GO for him :D but is cool a module like Medieval2 .
:-D :-D
IP: logged
 Hegemony 268 B.C. v1.96 Beta  » posted by Irish_PXzyan on Jul 21, 2008, 10:11:32 pm
Been a fan since the birth of Legions! Always loved it and it just keeps getting better and better! I paid for M&B just so I could play Legions! keep up the amazing work guys! really impressive.
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by vicombra on Jul 23, 2008, 10:40:52 am
very nice!

however, I just wanted to change the amount of troops that can be on the battlefield, but can't recall where to change that. I mean to have a higher maximum then 70
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by Vlad_Tz on Aug 23, 2008, 01:43:46 pm
wow this mod is great
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by MRG on Aug 27, 2008, 04:36:35 pm
This mod is simply awesome. Plain & simple....

That is until it crashes, which for me, is EVERY time I enter a town. I have tried downloading the file several times to see if I just got a bad download, but still. I have reinstalled M&B twice now to check t & I still have the problems. When I go to fight, I get a BUNCH of red warning messages on my screen. Does not seem to effect the battles, I just get annoyed when the screen is filled with red lettering. I'll try turning off those messages. Perhaps that will help.

However, the short time I managed to play it, was great fun. Easily in it's buggy state (for me anyways) I still give this mod an 8/10.

IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by DrakeNL on Sep 27, 2008, 09:11:42 am
is this mod compatible for 1.003?
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by samofscots on Nov 20, 2008, 01:33:22 pm
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by -Mythic- on Dec 08, 2008, 08:00:18 pm
IP: logged
 Re: Hegemony 268 B.C. v1.91 Beta  » posted by MOrBiDcranberry on Feb 05, 2009, 09:12:15 am
Yes! v1.011 plz! :hammer:
Showing comments 1 to 20 of 33 Showing Page 1 of 2  1  2  > 

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