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Augustus will not run without the original Caesar 3 files. You can buy a digital copy from [https://www.gog.com/game/caesar_3 GOG] or [https://store.steampowered.com/app/517790/Caesar_3/ Steam], or you can use an original CD-ROM version. | Augustus will not run without the original Caesar 3 files. You can buy a digital copy from [https://www.gog.com/game/caesar_3 GOG] or [https://store.steampowered.com/app/517790/Caesar_3/ Steam], or you can use an original CD-ROM version. | ||
To run Augustus on PlayStation Vita, follow these steps ([https://github.com/Keriew/augustus/blob/master/doc/RUNNING.md RUNNING.md]): | To run Augustus on PlayStation Vita, follow these steps ([https://github.com/Keriew/augustus/blob/master/doc/RUNNING.md#vita RUNNING.md]): | ||
*Ensure you have a jailbroken Vita. Detailed jailbreaking instructions can be found on [https://vita.hacks.guide vita.hacks.guide]. | *Ensure you have a jailbroken Vita. Detailed jailbreaking instructions can be found on [https://vita.hacks.guide vita.hacks.guide]. | ||
*Install the julius.vpk file using [[VitaShell]], like any other homebrew. | *Install the julius.vpk file using [[VitaShell]], like any other homebrew. |
Revision as of 17:40, 30 Ocak 2024
Augustus | |
---|---|
General | |
Author | Keriew |
Type | Strategy |
Version | 4.0.0 |
License | AGPL-3.0 |
Last Updated | 2023/12/28 |
Links | |
Download | |
Website | |
Source | |
Augustus is a fork of the Julius project that intends to incorporate gameplay changes. The aim of this project is to provide enhanced, customizable gameplay to Caesar 3 using project Julius UI enhancements.
Augustus is able to load Caesar 3 and Julius saves, however saves made with Augustus will not work outside Augustus.
Installation
Augustus will not run without the original Caesar 3 files. You can buy a digital copy from GOG or Steam, or you can use an original CD-ROM version.
To run Augustus on PlayStation Vita, follow these steps (RUNNING.md):
- Ensure you have a jailbroken Vita. Detailed jailbreaking instructions can be found on vita.hacks.guide.
- Install the julius.vpk file using VitaShell, like any other homebrew.
- Copy all the files from a Caesar 3 install into a folder ux0:/data/julius/, so that you have the file ux0:/data/julius/c3.eng and more in your folder.
User guide
Augustus changes are explained in detail in the comprehensive manual.
Controls
Left Analog - Move the mouse pointer
Right Analog/D-Pad - Scroll the map
R/Cross - Left mouse button
L/Circle - Right mouse button
Triangle - Simulate Page Up keypress (speed up in-game time)
Square - Simulate Page Down keypress (slow down in-game time)
Start - Bring up on-screen keyboard (useful to enter player name etc)
Select - Toggle between touch modes
Touch modes can be toggled with the select button. There are three modes:
Touchpad mode (default):
Single finger drag = move the mouse pointer (indirectly like on a touchpad)
Single short tap = left mouse click
Single short tap while holding a second finger down = right mouse click
Direct mode:
Pointer jumps to finger, nothing else
For multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.
Physical Bluetooth mice and keyboards are supported. This was tested with the "Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad," and with the "Jelly Comb Bluetooth Wireless Mouse."
The Vita doesn't pair with all Bluetooth devices.
Screenshots
Changelog
4.0.0 2023/12/28
- Additions:
- Added Highways, 2x2 roads that provide a significant speed boost but are only usable by destination walkers.
- Added Custom Empires, a feature to allow map creators to create their own empire maps. Consult the documentation for details and examples. (#734)
- Added new icons for large quotas on the empire map
- Added an option to display the projected movement path of walkers when placing new buildings
- Added an option to display the area from which markets get their supplies
- New resources: the engine has been reworked to allow more resources than C3 originally came with.
- Added resource: Stone. Stone is gathered in stone quarries near rocks and used to construct monuments.
- Added resource: Sand. Sand is gathered in sand pits placeable near water and can be processed into bricks and concrete.
- Added resource: Bricks. Bricks are made in brickworks from clay and sand. Bricks are used to construct select monuments.
- Added resource: Concrete. Concrete is made in concrete makers from sand. Concrete makers require water access from either well, fountain or reservoir. Access to water from reservoir speeds up concrete production. Concrete has to be made as needed and cannot be stored.
- Added resource: Gold. Gold is slowly mined in gold mines placeable near rocks. Gold is used to build select monuments and can be converted into denarii in City Mint.
- Added a new building - City Mint. City mint can convert gold into denarii or denarii into gold.
- Expanded map editor functionality. You can now set what the favor loss is for late delivery, ignoring the request and the allowed time for late delivery.
- Added: Scenario events. Expansion of scenario creating functionality.Scenario events are a set of actions that can be triggered if a set of conditions are met. Consult the documentation for details. (https://github.com/Keriew/augustus/blob/master/res/manual/README_map_editor_scenario_events.md)
- Added an option to draw cloud shadows over the city.
- Added a new building - Cart Depot. Cart depot allows for additional logistics and moving of goods based on conditions. User can set target resource, source and destination, and conditions for movement of goods. Works with both granaries and warehouses.
- Added panelled and looped garden gates.
- Added a setting to control the default permissions of garden gates
- Meow
- Added altars - desirable buildings that also provide a bit of support to their chosen god
- Added additional garden variant
- Changes:
- Obstructing the road to Rome will now pause the game and give a warning, to give an opportunity of fixing the problem before destroying the player's city.
- Added the reservoir range projection when building Neptune Grand Temple
- Increased the favor penalties when player tries to pay themselves a salary above their rank
- Adjusted the calculations of granaries/warehouses for markets
- Removed the 10 dock limit
- Newly built docks, taverns and non-Venus temples now accept all goods by default
- Changed the sentiment overlay: Now the upper parts of the homes are also coloured accorded to the sentiment
- Herd animals will now try to move out of the way when placing buildings
- Vanilla scenarios and campaign maps are adjusted to include the new resources as appropriate
- Meat and fish are now separate food types
- Monument resource costs and number of phases have been adjusted to require the new resources
- Adjusted the order of special orders in warehouses/granaries. The new order is Accepting->Getting->Not Accepting
- Buildings that require resources not available on the map will no longer show in the build menu
- Angry natives can now destroy walls, aqueducts and gardens
- Removed the minarets from Hagia Sophia ornament
- Copy/paste building data can now be used on all roadblock-like buildings
- Mothballed buildings now display a warning on their building information panel
- Aligned the text in the building menu and title screen menu
- Granaries now display the flags showing their permissions, similarly to warehouses
- Distributing market ladies will no longer return early if they have no resources to distribute
- Reservoirs can now connect directly to each other. Improved the projection when building reservoirs
- Oracles, Large Temples and Nymphaeums no longer burn or collapse
- Improved error/crash logging
- Cartpushers emptying the warehouse can go offroad
- Improved the UI of load/save dialog
- Improved the UI building information of monument that are being constructed
- Added roadblock controls to gatehouses and arches
- Added hotkeys for many of features
- Removed shipyards from maps with no fish
- Adjusted cartpusher and market ladies pathfinding
- Market boys now stay closer to the market lady
- Increased trader spawn rate
- Wolves now fight against enemy soldiers
- Granary cart pushers now show on food supply overlay
- Boxing in your city will now automatically pause the game to allow the player to fix the problem without all housing getting destroyed
- Replaced the "all temple" option with an auto cycle toggle
- The market buyer lady now wears a dress with a different color.
- Improved graphic model for the Architects’ Guild.
- Warehouse info panel now shows stored goods and free space values in cartloads.
- Zebras now use their pasturing animation.
- Changed the loading screen to PS Vita
- Bugfixes:
- Fixed potential crashes with wrongly formatted XML files
- Fixed efficiency being calculated improperly
- Fixed android builds not loading properly
- Fixed some bugs which would stop monuments from being completed
- Fixed the entertainment advisor displaying the wrong count of hippodromes
- Fixed some improper behaviour of herd animals
- Fixed a bug where having too many sprites on the same tile would result in them drawing in random locations
- Fixed a bug where ranged units on fort grounds could not fire
- Fixed a bug when the trade is stopped if a dock is replaced by a shipyard while the game is paused
- Fixed a potential problem with message lists
- Fixed a bug where buildings would get deleted even if you cancel deletion
- Fixed problems with invasions created by using cheats
- Fixed out of bounds problem with invasions
- Fixed out of bounds problem with the water access projection
- Fixed monuments sometimes not being drawn correctly
- Fixed potential memory corruption issues
- Fixed a bug where rioters could destroy only a part of the hippodrome
- Fixed a bug where a city preview would improperly display the map size
- Fixed a potential crash caused by looters
- Fixed improper ghosts being drawn by waterside buildings
- Fixed potential crashes caused by waterside buildings
- Earthquake can no longer hit a ramp
- Fixed a bunch of typos and adjusted some messages for clarity
- Fixed a bug where rotating a map could prevent placing more buildings
- Fixed bathhouse ghost
- Fixed a situation where luxury palaces would display requirements for evolving
- Fixed caravans not appearing sometimes when they should
- Fixed farm progress being undone after deleting and then undoing the deletion
- Fixed the crash when the map is rotated briefly after gatehouse destruction
- Fixed some savegames refusing to load
- Fixed being able to place multiple wharves on top of each other in some situations
- Fixed clone building being able to build buildings that are not allowed to be built
- Fixed Venus Grand Temple not working on all houses/gardens/statues/temples.
- Fixed multiple possible memory corruption errors
- Fixed entry/exit flag moving on reload
- Placated Crudelios
- Fixed entry/exit flags being minable in the campaign maps
- Fixed native area shrinking
- Fixed being able to build multiple of the same monument
- Fixed gladiator statue complaining about lack of road access
- Fixed sentries sometimes improperly showing up when right clicking next to a tower
- Fixed buildings sometimes using improper spawn points when built next to a roadblock
- Fixed natives getting stuck on garden gates
- Fixed cart pushers sometimes getting stuck when their target gets deleted
- Fixed caravanserai suppliers stocking up less food than intended
- Fix a rare case when houses would become corrupted and crash the game
- Fixed Neptune bonus not working with a modified model file
- Fixed cartpusher sometimes getting stuck on invalid tiles
- Fix replay map button sometimes not working
- Fixed triumphal arch allowing more road access than it should
- Fixed wrong mouse warping when right click dragging
- Fixed waterside building being placeable where they wouldn't work
- Fixed foreman using wrong phrases
- Fixed elevation rocks appearing where they shouldn't
- Fixed numberic input keyboard ignoring minus
- Fixed work camp haulers walking on water
- Fixed cases where hotkeys stopped working
- Game paused banner now displays the proper hotkey
- Fixed gates placed on plazas not working
- Fixed mothballed supply post fully satisfying food needs without consuming food
- Fix music not playing properly on Vita
- Fixed some timing issues with mpg video playback
- Fixed trees/rocks changing graphics when starting a map
- Fixed the improper tavern count being displayed
- Fixed destroyed palisade gates reducing peace rating.
- Fixed the display of triumphal arches on Roads overlay.
- Fixed potential crash when parsing malformed original assets.
- Fixed a bug where palaces didn’t for ask access to gods once evolved.
- Fixed some texts not translated in the audio options.
v3.2.0
Additions:
- A warning is displayed when the game can't be saved.
- Added a yearly autosave option.
- Fulfilling the emperor's requests will now spawn cartpushers heading to Rome with the resources.
- Added walkers who deliver food from the supply post to forts.
- Added inverse direction option to right mouse click dragging.
- Added relevant advisor buttons to many message types.
- Added hotkeys for setting the map orientation to north.
- Added the option to display messages as alerts on top of the screen.
- Added the option to display the building grid.
- Farms, raw materials buildings, workshops and wharves now display the efficiency of the building.
- Added support for MPG video files. Create a “mpg” folder in your Caesar 3 install directory and place the MPG video files inside, to use them in-game instead of the SMK video files.
- Added play/pause button to sidebar.
- Added hedge/palisade gates. They are created by building hedges/palisades over the roads.
- Added purple variants of columns and pavilions.
- Added watchtower variants.
- Added medium statue rotation.
- Added gladiator statue.
- Added support for assets relative path to the executable.
- Added a support for saving high-res screenshots of the minimap.
- Added a tooltip with the resource requirements for monuments in the build menu.
- Added large mausoleum variants.
- Added new plaza tiles and new assets for default garden paths. Original garden paths are still available in “Paths”.
- Added regional fort variations, better reflecting the surrounding terrain.
- Academies are now expanded when enough attraction surrounds them.
- Added mission posts count in the Education advisor window.
- Added a proper Options menu to the map editor and a map preview in the load/save dialog.
- Added the name of the currently selected decoration/ornament building on top of the screen, dynamically updated when cycling variants with the rotation key.
- Added an option to always show rotation buttons for mouse-only/touch controls.
- Added entertainment buildings on Problems overlay if missing any performers.
- Added an asset previewer interface for developers (“./augustus.exe --asset-previewer” to run from a shortcut target or terminal window)
- Added hotkeys for “Education”, “Hospital”, “Desirability”, “Sentiment”, “Mothballed”, and “Levies” overlays.
- Added tooltips in the Dock panel when hovering city names, showing which goods a city sells/buys.
- Added a button to show current trade prices on the empire map.
- Added a hotkey to mothball/unmothball a building, when hovering over it.
- Added a hotkey to show building special orders, when hovering over a building which can receive instructions.
- Added an option to set whether harmless animals are killed automatically or not.
Changes:
- Buildings without laborers are now shown on the Problems overlay.
- Updated granary cartpusher text so it now properly mentions granaries.
- Cartpushers will no longer disappear with food/goods if the destination building is full.
- Buildings and cartpushers will no longer flicker on problems overlay.
- Changed the launch icons for Android, Switch, Vita builds.
- Changed the priority of problems displayed on problems overlay tooltips.
- Multipart buildings are now properly displayed on problem overlay.
- Walkers will now say their lines if right clicked on near the vacant lot.
- Fixed some instances of fish being called meat.
- Native meeting huts now need to be visited by missionaries before sending out traders.
- Lowered cost of nymphaeums and mausoleums.
- Increased the cost and reduced the coverage of larariums.
- Copying/pasting settings now displays a feedback message.
- Rotate now has "r" as a default hotkey. Clone now has "q" as a default hotkey.
- Arena and colosseum overlays now display the correct walkers.
- Added hardware rendering. This greatly speeds up the game, especially on older hardware. Allows unlimited zoom. Zoom should now affect performance less significantly.
- Improved rendering performance on Android version.
- Line up the figures on the financial advisor screen.
- Added tooltips to population advisor graphs.
- Improved the colosseum/hippodrome right click windows.
- Garden gates can now be cloned.
- Optimized many of the assets.
- Adjusted granary - roadblock interaction. Roaming walkers can use part of the granary network road cross blocked off by a roadblock if these walkers are allowed to pass that roadblock.
- Added music to custom scenario victory debriefing.
- Mouse cursor won't be displayed during full screen videos.
- Tents can no longer gain positive desirability thanks to the Venus Grand Temple.
- “Show briefing” button moved to the “View messages” window.
- Show the "game paused" banner on touch devices when the sidebar's "Play/pause" button is used.
- Game speed is now reduced to its default value when loading cities and when the invasion starts.
- Improved window scrolling touch devices.
- Improved grayscale image conversion.
- Improved file dialog behavior. The autofill will now remember the save extension.
- Changed Caesar's legionaries behavior: Earning some favor will now only pause the legions for up to a year. Turning the legion away now requires a higher favor value. The specific values depend on the difficulty. Adjusted the messages to make this more understandable.
- Improved the centering of money/population/date at the top bar.
- Changed the assets license to CC-BY-SA 3.0
- Natives will no longer target fort grounds, which they can't destroy.
- Entry/exit flags are no longer valid mining spots.
- Changed the morale penalty from soldier loss: corpses no longer count as living soldiers for this purpose. Decrease of morale reduced to compensate.
- Added more distinct building types to the minimap.
- Elevations ending at the map edge are no longer forced to be cliffs.
- Animals now move from the terrain you are trying to build over.
- Ruins can now be cloned.
- Changed the message for unsuccessful Mars curse in the early career maps.
- New statues/gardens are no longer available on the maps with statues/gardens disabled.
- Health system rework and new sickness mechanic (cf. manual).
- Load/save file dialog has been improved with additional data and map preview.
- Remove scroll decay when using the right mouse button to drag the map.
- Colosseum games cost has been reduced.
- Better info message for Colosseum and Hippodrome in the Entertainment advisor window.
- The building rotation/variants message is now more detailed, showing the building name and the number of rotation/variants available.
- Enemies now retreat if they have no more buildings to destroy, a new message window informing the player.
- Improved calculation for the amount of food being fetched by getting granaries.
- Right-click can now be used to exit the imperial request window.
- Warning banners in the top of the screen are now more logically sorted and displayed.
- Current zoom level is now displayed when zooming in/out.
- Zoom can now be more precisely set by single percent steps with shift key + mouse scroll.
- Legion morale penalty is reduced when another legion’s unit routs. To compensate, legion morale boost is also reduced when an enemy unit routs.
- Warehouses now prioritize their loading bay as an access point. If it's not possible, it falls back to the old behavior.
- Reduced the severity of the "Contaminated water" random event, for a better balance with the new health calculation.
- Rebalanced random event frequency based on difficulty level (c.f. manual for details).
- “Contaminated water”, “Iron mine collapsed” and “Clay pit flooded” random events will not happen anymore if a Pantheon is active and all gods are happy.
- Tooltips with Ratings Advisor advices are displayed when hovering over city ratings in the sidepanel.
- The empire map can now be dragged with a right-click.
- Improved save file compression, making autosaves faster and less disruptive in-game.
- The city can now be dragged with a right-click while placing a building or when a legion is selected.
- The range of existing wells and fountains are now displayed when placing a new one. A new option allows to enable the same visual feedback when placing houses.
- By default, peaceful animals (sheeps and zebras) are now not killed automatically by armed citizens or towers, but can be killed by sending a legion though. A new option allows to enable the original behaviour.
- Improved performance and AI behaviour when the city is attacked by large armies.
- Improved performance and logic for enemy formations and wandering herds on the map.
Bugfixes:
- Fixed a variety of issues with the assets.
- Looters now display the correct phrase when right clicked.
- Trees will no longer change their graphics on reload.
- Fixed some issues when cartpushers could become stuck.
- Fixed some buildings not rotating with city orientation.
- Fixed some walkers occasionally disappearing.
- Fixed shading on labor priority and festival advisor windows.
- Buildings that don't require workers now no longer have workers set.
- Fixed a bug where sentries would sometimes teleport to a watchtower.
- Fixed suppliers targeting rotated warehouses.
- Fixed warehousemen sometimes removing extra resources.
- Fixed tooltips on modified trade routes.
- Fixed when prefects sometimes get stuck.
- Fixed the bug where ships would permanently lock docks and not reroute away.
- Fixed date in the history graphics tooltip.
- Fixed the bug where cartpushers would sometimes transport incompatible goods to a building.
- Fixed when tax collectors, engineers and entertainers sometimes walk in a straight line through the terrain when returning.
- Fixed flickering animation on upgraded desert fountains.
- Fixed upgraded bathhouse animation drawing over other buildings.
- Empire m...
Full list of changes can be found here.