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Thread: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel) - Updated 1/18/14

  1. #1

    Default Simple Game Balance Submod (Fixes a number of major issues without changing the original feel) - Updated 1/18/14

    So yeah, after getting roflstomped by a Goron/Gohma alliance not once but twice I decided to make this. It's a simple balance mod that doesn't try to be too fancy. By that I mean I fix some game breaking issues and some units that are totally lame and nothing more. I could have used the "Buildings and Stats" mod but hey, he won't tell us what's in it and I won't use it unless I know what he did. Plus he seems more concerned about things like making shield bearing units have more shield points; which seems more of aesthetic complaint than a game balance one. I don't want a complex game balance mod like what Apani is working on either; I just want a simple one that makes the game playable and more enjoyable without worrying about how strong coralmold is compared to leather and such. Nonetheless I predict most people will move to a better balancing submod in the future, but for now this works quite well.

    tl;dr This mod fixes multiple game breaking balance issues, gives some slight boosts and nerfs here and there, and that's it. It'll give you as close to the original HTW feel as possible except without the headache caused by Goron Guardians being ridiculously OP or Korrigans being useless.

    Current Version:
    http://www.mediafire.com/download/4j...nit%282%29.txt (remove the (2) after in the file name, I'm not sure why Mediafire added that)

    Older Versions:
    Spoiler Alert, click show to read: 


    Install in your Hyrule Total War data folder. Overwrite the prior file. I'd suggest making a backup of your original export_descr_unit.txt first so you can revert these changes at a later date.

    Enough talk, here's a brief overview:

    Spoiler Alert, click show to read: 
    Gorons and Gohma have been nerfed so they're still pretty strong but at least beatable.

    Lanayru Battlecrabs given a severe nerf so they can't destroy hordes of Ironclads.

    Ordona cavalry are still easily the strongest in Hyrule, but no longer kill literally every soldier in a unit with just the initial charge.

    Kokiri Emerald Archers and Wolfos Riders are still OP but you won't ragequit when you see them march onto the battlefield.

    Labrynna Homeguards now act like the low level infantry they are instead of elite masters. Gunners are actually useful now.

    Hylian Crossbowmen no longer beat the crap out of proper infantry up close.

    Zora given a number of boosts to fix some units being useless.

    Faeries of Tarm Korrigans given a total make over and are now somewhat useful.

    Gerudo Bronze and Iron Knuckles are still weak and can't run but at least have a purpose now.

    Deku Tribe Peahats redesigned and made actually useful.


    Full list of changes given here

    Spoiler Alert, click show to read: 
    Changes are listed in the order that they were made

    DEKU – Pretty robust faction without any real balance issues other than Peahats.

    Peahats have been changed signifignantly. Numbers increased to 13 (14?), armor reduced from 5 to 1, discipline raised to disciplined (was normal), morale increased to 11 (was 9). They eat infantry, both big and small, alive (seriously, Triforce Vanguards all dead with no Peahat deaths) but won't last for more than a few seconds in direct fire from bowmen. They hit hard and fast and are unstoppable in the right conditions but will go down equally fast in the wrong. Balanced, though it may feel either OP or UP depending upon the situation. I could have removed their launching attack which would have balanced them out better, but I felt that was part of the unit's identity and what made it unique compared to other heavy infantry.

    Royal Scrubs have had their numbers increased to equal all other scrubs. Now they actually feel elite. They're quite strong infantry even without their ranged attack but nowhere near the power of other factions elite units so it all balances out. Because they come late game the Deku sill have a glaring weakness against cavalry, but it’s solved once these guys show up.

    GORONS – OP as hell. Nerfs given out all around. They’re still terrifying, but not at all invincible.

    Guardians have had their defense skill dropped by 2. They about equal Hylian Infantry (which are the same price) in terms of strength but they also move much faster. They seem to do the most damage in the initial rolling charge (which sends many of the enemy troops flying) but their effectiveness is reduced in prolonged combat.

    Miners had their numbers set to equal guardians and their defense skill also dropped by 2. They destroyed Hylian Infantry quite easily but lost easily to Hylian Knights and Darknut Adepts. That leads me to believe they may be somewhat weaker than they should be, but when you add in their rolling speed and that they're low tier infantry it seems balanced to me.

    Tribal Monks defense brought down by 1. Bringing it down by 2 led to monks feeling on the same level as miners, which doesn’t seem right.

    Berserker defense brought down by 2. May need to change that to 1, but for now it seems okay.

    Bomb Thrower defense down by 2.

    Rams defense down by 2. They seem to have some sort of glitch where they don’t want to attack and they just stand there. I don’t know how to fix it but they are devastating when they work (as they should be).

    Mounted Fire Warriors numbers decreased to 11.

    Powder Keg crew numbers decreased to 31 (now it won’t be suicidal to attack their crews, especially combined with the Guardian nerf).

    GOHMA – Also OP. Nerfs given to lower ranking infantry, mainly morale. Still OP though...

    Larva morale decreased from 15 to 1, defense down from 2 to 1 and armor down from 2 to 0. At first glance that may seem like an insane nerf, but trust me here, they needed it. And I mean really needed it. Even with morale at 5 they destroyed Hylian Infantry without issue; not exactly fitting for a 50 rupee cannon fodder unit vs a 300 rupee infantry one. They still destroy Hylian Infantry, but Bokoblins at least can defeat them; albeit with huge losses. Nonetheless they are more balanced now, even if they are still OP.

    Juvenile morale down from 15 to 2, armor and defense down from 2 to 1. Hopefully they’ll feel more like an improvement over larva without being so OP like the larva were.

    Adolescent morale down from 15 to 1. Should nerf there melee capabilities.

    Long Legs gain ability to frighten foot. Seems more like a bug fix than a balance issue to me.

    ORDONA – Never played them to be honest, so some conservative changes.

    Horsemen numbers down to 63 from 94. They’re still incredibly strong but at least they aren’t game breaking now as the better anti cavalry units can beat them; albeit with heavy losses.

    Goat Lords numbers down to 20. Same deal as the horsemen; incredibly strong but not game breaking.

    KOKIRI – Couple of units ridiculously OP and may still be OP, but not gamebreaking now.

    Emerald Archer numbers have been reduced to 63. They seem about on the same level as Dune Archers now, which seems fair since the Gerudo are supposed to have the best archers but the Emerald Archers are meant to be elite. They’re not too shabby up close either considering they’re archers, but again their elite status makes sense of this to me.

    Wolfos Riders numbers down to 38. They still seem OP to me but at least they’re not game breaking. Against Castle Guards they won with few losses.

    LABRYNNA – Some OP low tier infantry and UP gunners, but easy to fix.

    Cannon Fodder attack and charge bonus reduced from 1 to 0, morale down from 8 to 6. Now they are much more inefficient killing machines and more of speed bumps for the enemy. Still, they beat Town Guards...

    Homeguards attack down from 5 to 1, charge down from 4 to 1, defense down from 4 to 3. They are now closer to Town Guards in terms of strength. They’ll get killed by Hylian Infantry fairly easily, but considering their low tier status and Labrynna’s fear of melee I think that’s just right.

    Gunners numbers increased to 86. Now they really are a force to be feared rather than laughably weak. The upgrades could be a bit stronger, but I think that it’s at a nice level now.
    Mechs health down from 4 to 3. Hopefully they’ll be capable of dying now.

    KINGDOM OF HYRULE – Pretty balanced faction with some OP crossbowmen.

    Crossbowmen defense down from 5 to 0. Now they fall much faster in close combat like archers should rather than fight better than knights.

    Vanguards health increased from 1 to 2. Now they feel like an upgrade to the Ironclad Elites rather than being weaker than them. They fair considerably better than Ironclad Elites but seem reasonable to me.

    ZORA – Some well deserved buffs here and there to make some of their units actually dangerous.

    Infiltrators numbers increased to 25. Before they couldn’t hurt even weak units despite their 600 rupee price tag, now they can hunt down siege crews and bowmen with ease. They also beat Hylian Infantry with some losses but lose every time to 2 Hylian Infantry (which is also 600 rupees altogether) so it seems quite balanced when taking into account their speed and hiding abilities. They’re vulnerable to missiles though.

    Shock Troopers had their numbers increased to 64, attack increased from 8 to 10, and health up from 1 to 2. After increasing their numbers I found they still lost to Hylian Infantry by quite a bit, and that’s just sad considering the 900 rupee price tag, thus the extra buffs. Now testing shows they just barely lose against Ironclad Elites (800 rupees), but considering their schiltrom formation and anti cavalry capabilities I think they’re pretty balanced.

    Zora Mages numbers up from 32 to 39. It’s a small change but I think it’ll fix the underpowered feel they had compared to the other faction’s bowmen. With some protection they should be quite nice units. In my tests they killed 1/2 of Hylian Infantry before being slaughtered by the survivors, which seems better than before at least. Maybe a bit bigger buff is in order, but I think once they’re protected by Infantry it’ll balance itself out.

    Sapphire Wardens numbers increased from 32 to 45. In my tests these utterly destroyed their Goron (Ruby Guards) and Kokiri (Emerald Archers) counterparts but did horribly against 1 Bokoblin unit they go slaughtered and only killed around 30 out of around 110 Bokoblins (which is nothing considering their elite status). So yeah, slight buff but they feel pretty balanced since they’re super strong against some foes but very weak against others.

    Blademasters numbers increased to 64. Testing showed that initially they performed the same as Zora Infantry, so I raised their numbers to be the same as Infantry so their stat boosts actually mean something. Before Hylian Infantry beat them with 20 survivors, now it’s reversed.

    LANAYRU PROVINCE – Tried to only fix major issues as I don’t know much about Lanayru.

    Guardian Maidens health up from 1 to 2 and numbers increased to 23. Thanks to these boosts these guys actually have a purpose. They’ll still lose against Ironclad Elites with 1/3 of the Ironclad surviving but will take on Hylian Infantry with ease, which seems about right considering their 700 rupee price tag and elite status.

    Battlecrab health down from 4 to 1, defense down from 7 to 2 in both primary and secondary armor, attack down from 16 to 10. Yeah, these guys needed a nerf in a huge way. Before they slaughtered 4 squads of Ironclad Elites with minimal losses; now they’re actually mortal. Still OP in my opinion, but not as game breakingly so. Now they still eat Ironclad Elites for breakfast, but Castle Guards were able to beat them with half of their unit surviving so just make sure you have the right counter against them.

    FAERIES OF TARM – Very broken faction that requires a lot of bug fixing, but I fixed part of it.

    Korrigan numbers up from 7 to 9, attack up from 9 to 42, charge up from 4 to 19, armor up from 3 to 9, defense up from 5 to 11, shields up from 5 to 9, health up from 2 to 5, and morale up from 9 to 15. Before changing this unit would lose almost anything without killing a single solider. These changes may sound downright insane, but they really needed it. Seriously, these things were just plain pathetic. I tried my best to not bring up their numbers as to preserve their “one man killing machine” type of feel, but some increase was necessary. Against Ironclad Elites they now defeat them with only 1 to 3 casualties but only manage to kill about half of a Bokoblin unit before dying. They almost always fight down to the last fairy (which is important given their few numbers) and perform great so long as they don’t get swarmed. All in all I’d say a well balanced and fun unit to use that performs great under the right conditions and horrible in the wrong. They seem to perform best in the initial charge and worse as combat draws on and they get surrounded. Despite this they survive for a long time and whittle away at enemy numbers, which will give your other faeries plenty of time to shoot. They should add quite a bit to the faction in general now that they’ve been fixed.

    GERUDO – Tried to keep changes minor as I never played them.

    Bronze Knuckle numbers up from 18 to 31. With these changes they still lose against Ironclad Elites, but they make the Ironclad pay for it. Considering their inability to run you’d think they’d beat Ironclad Elites, but the Gerudo are supposed to have poor melee so I think it balances itself out. At least they’re not useless now.

    Iron Knuckle numbers up from 13 to 26. Iron is actually a much worse metal than Bronze, but whatever. These things now defeat Ironclad Elites but lose some men in the process.


    Update 1 - 1/18/14 (New, improved, shiny new version)

    Spoiler Alert, click show to read: 
    Gunners - Further changes have removed the “fires_by_rank” attribute so they fire faster. They’re still too weak but this latest change increases their strength further.

    Veran given blue fire as a projectile instead of noproj, range increased from 2 to 250, ammunition increased from 2 to 30, and damage from 1 to 25. Armor increased from 2 to 12. Now this is a sorceress of shadows. Well actually she’s still pretty weak, but at least she’s useful. She now actually has an attack instead of just standing there and will fight correctly in melee. Plus she won’t die after 5 seconds in battle. In testing she still loses against Hylian Infantry but kills around 40 first, and her ability to launch enemy units in the air with melee and do some damage from a range (including walls and gates) means she has a purpose. Though I have to say here damage to gates and walls is really lame, like 3% per shot so you better bring an actual cannon if you want to get inside. I’m not sure what’s causing the issue either. But if you use her as a short range siege unit meant for infantry she does the job and she can cause some temporary mayhem and disorder in melee too. Future updates Neph makes may change her since she’s pretty broken, but the quick fix works quite well imo.

    Sulkaris given greek fire as a projectile instead of noproj, damage from 1 to 25, ammunition from 2 to 15, range from 2 to 125. Her new ranged attack allows her to do some damage from a distance and will let her destroy walls and gates; and she’s actually good at it unlike Veran. Not much else to say; just some bug fixing with her noproj attack.

    King Ganon given greek fire as a projectile instead of noproj, damage from 1 to 25, ammunition from 2 to 15, range from 2 to 125. Yeah, same as Sulkaris.

    Deku Monkeys armor dropped from 3 to 0 and shield from 2 to 0. Their attack has been dropped from 7 to 4. For the love of god they’re just monkeys with sticks! Why were they so powerful? This may seem like a minor thing but I think it’ll help the Deku in the freeform campaign by allowing them to capture the region controlled by the monkeys easier.


    Criticism, complaints, hatred, and nude photos would be welcome. Most of these changes were made rather quickly and so some new issues may have arisen, but testing was done on every change so it's not like I acted on a whim or anything. Definitely no new game breaking issues should exist as the whole point was to get rid of all the game breaking issues.
    Last edited by Cameron Shutters; January 19, 2014 at 02:23 PM.

  2. #2

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    Is no one goingto fix the defense towers killing seige equipment in 2 hits? I have looked myself as to how to fix this but i cannot find the file to alter. This is the single most game breaking thing for me. Not because i lose my seige equipment but because the computer losses it and cant provide a challenge when defending a non custom settlment.

  3. #3

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    I have no idea how to fix that and I believe its more of an engine thing. I could see if I could give battering rams and such more health, but honestly I've never experienced the issue you're describing; at least not as bad as you're describing.

  4. #4

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    Well i have only fought against gohma on a vanilla settlment and they lost all seige equipmemt except ladders by arrow towers destroying them

  5. #5

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    I went through and increased all of the ram and tower health so it's three times where it was before. If you want it higher let me know (or do it yourself; it's just the engine_health number by the tower and ram entries). Interestingly I got a few crashes while testing, but they seemed to be there whether or not I was using the changes so I don't think they're related.

    Install it the same way as the other file http://www.mediafire.com/view/th8a8a...cr_engines.txt

  6. #6
    Jakeford's Avatar Ducenarius
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    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    I am not "more intested in adding more shield value points to units with shields" and stuff like that, although that was certainly a big issue (both a balancing and an aesthetic on) I am interested in balancing the game. The shield issue mainly goes back to making the elite units actually better then the normal ones, not just a few points.

    You certainly have a nice submod though.

  7. #7

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    I didn't mean to offend, honestly. I just meant that I wanted a quick fix that would repair some of the broken aspects of the game without making any major changes.

  8. #8
    Jakeford's Avatar Ducenarius
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    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    Quote Originally Posted by Cameron Shutters View Post
    I didn't mean to offend, honestly. I just meant that I wanted a quick fix that would repair some of the broken aspects of the game without making any major changes.
    I know, Im not really offended I just wanted to point out the fact that I am serous about actually balancing the units in my submod. You do have a good submod here, a quick and good fix but nothing you will have to take time to get used to.

  9. #9

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    Very nice, you achieved your goal fairly well, this will make the game much more playable and enjoyable with some simple changes. Thank you for your work, it will make my future campaings much more fun

    Regarding the towers destroying siege equipment in 2 shoots I have experienced that one. it's insane, I don't know if giving ramps and towers more health will help, it looks more like a problem with the tower itself but it's worth a try.

  10. #10
    Civis
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    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    I found a way to make the siege towers and rams not to be destroyed with 2 arrows and without modify the file descr_engines.txt . opening the file descr_wall.txt (that is inside the folder Hyrule/data) when you see something like this:


    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    replace it with this:
    " stat 12, 0, tower_ballista, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1"

    in other words, replace the word arrow with tower_ballista. the stat refers to the weapon and characteristics of it that is used by the gateway or the defense tower of each level of fortification (wooden wall, tall wooden walls, level 1 and 2 of the settlements, etc). I replace every weapon because I don´t know with settlement has with defense level. I don´t have a way to upload the file, and it probably needs some balance(maybe they need to do more damage).

  11. #11

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    Quote Originally Posted by fernavliz View Post
    I found a way to make the siege towers and rams not to be destroyed with 2 arrows and without modify the file descr_engines.txt . opening the file descr_wall.txt (that is inside the folder Hyrule/data) when you see something like this:


    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    replace it with this:
    " stat 12, 0, tower_ballista, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1"

    in other words, replace the word arrow with tower_ballista. the stat refers to the weapon and characteristics of it that is used by the gateway or the defense tower of each level of fortification (wooden wall, tall wooden walls, level 1 and 2 of the settlements, etc). I replace every weapon because I don´t know with settlement has with defense level. I don´t have a way to upload the file, and it probably needs some balance(maybe they need to do more damage).
    Thank you this is what i was looking for. The towers where the problem not the seige equipment now maybe seige defense will be a challenge. +rep

  12. #12

    Default Re: Simple Game Balance Submod (Fixes a number of major issues without changing the original feel)

    First update of perhaps only one made. Some changes involving the noproj of Veran, Ganon, and Sulkaris as well as Gunners and Deku Monkeys.

    Full list of new changes
    Spoiler Alert, click show to read: 

    Gunners - Further changes have removed the “fires_by_rank” attribute so they fire faster. They’re still too weak but this latest change increases their strength further.

    Veran given blue fire as a projectile instead of noproj, range increased from 2 to 250, ammunition increased from 2 to 30, and damage from 1 to 25. Armor increased from 2 to 12. Now this is a sorceress of shadows. Well actually she’s still pretty weak, but at least she’s useful. She now actually has an attack instead of just standing there and will fight correctly in melee. Plus she won’t die after 5 seconds in battle. In testing she still loses against Hylian Infantry but kills around 40 first, and her ability to launch enemy units in the air with melee and do some damage from a range (including walls and gates) means she has a purpose. Though I have to say here damage to gates and walls is really lame, like 3% per shot so you better bring an actual cannon if you want to get inside. I’m not sure what’s causing the issue either. But if you use her as a short range siege unit meant for infantry she does the job and she can cause some temporary mayhem and disorder in melee too. Future updates Neph makes may change her since she’s pretty broken, but the quick fix works quite well imo.

    Sulkaris given greek fire as a projectile instead of noproj, damage from 1 to 25, ammunition from 2 to 15, range from 2 to 125. Her new ranged attack allows her to do some damage from a distance and will let her destroy walls and gates; and she’s actually good at it unlike Veran. Not much else to say; just some bug fixing with her noproj attack.

    King Ganon given greek fire as a projectile instead of noproj, damage from 1 to 25, ammunition from 2 to 15, range from 2 to 125. Yeah, same as Sulkaris.

    Deku Monkeys armor dropped from 3 to 0 and shield from 2 to 0. Their attack has been dropped from 7 to 4. For the love of god they’re just monkeys with sticks! Why were they so powerful? This may seem like a minor thing but I think it’ll help the Deku in the freeform campaign by allowing them to capture the region controlled by the monkeys easier.

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