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Thread: Community Patches - Hyrule Total War

  1. #21

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by SirMark9 View Post
    1: Investigate Unique Structures - Currently, most unique structures just offer a "max level" benefit of buildings that already exist. The problem is that most players will build the normal buildings first, and then constructing the Unique Building is just a waste of time and resources. Essentially, either make Unique Structures part of the normal tech tree line of their respective bonuses or give them a new benefit.

    2: Stalfos Starting Generals - Should be easy as copy, pasting, and editing some code around, but I wanted to get the patch out before I find more things I wanted to add in. I remember tedster1995 accomplishing this goal previously, but I think the changes also had an additional element to them besides just being starting generals.

    Also, remember that these are Community Patches, not SirMark9 Patches. If you have the knowledge and time to fix something with Hyrule Total War or add in missing features, then go ahead! I'll incorporate them into the Community Patches as long as they stay near vanilla HTW's roots or are listed as an official feature somewhere.
    I did? Do you mean Una and the Huskus heroes? Because I don't believe they were added into the latest version, I could give them to you again if you like, I could make the Horon tree one as well because I think I figured out how to actually make him appear rather then a ghost, I don't have it in front of me but I will get home tommorow so I will check. As for unique structures one idea could be to incorporate them as upgrades into existing tech trees like the deep mines, that would free up a lot of space then.

    Also I think agent portapraits are done via culture not faction so that means that Ikana, the Stalfos and the Sheikah would all share the same ones so I don't know if that would be a hamper at all?

  2. #22

    Default Re: Community Patches - Hyrule Total War

    In regards to settlements: Paladgard's Sanctuary should be a Huskus territory from the get go. What ends up happen is that, by turn 3, the Huskus take over that sanctuary, but its not automatically theirs in the beginning. Instead of being a rebel/wildlife settlement, it should be a Huskus settlement. Also, when you play as the Zola, having the Fort of Wings as an unmanned settlement in the beginning is really nice as it gives you a place to start. If the plan is to add garrison to it, I would suggest having more Zola spawn in that region to help take it over.

    As far as invasion events, I think there should be some changes:

    Zola: They need to spawn in fewer locations, but in greater numbers OR they should be like the Mongols/Timurids of the main game and be grouped up together as one army, but spawn in a "random" region which would be determined upon the invasion event running. They would be far more threatening that way and maybe it would fix some of the crashing issues? Its just odd that Ikana's event does not cause a crash (as far as I know), but the Zola one does. It could be that they have too many units spawning at once or that they they are scripted to do too much initially when they spawn? All I know is that, with previous community patches that using the No Zola scripts, the Zola still spawned and the event triggered, but the Zola did not have the AI/scripting to attack and just stood around the entire game.

    Stalfos: I didn't even know these guys had an invasion event for anyone except Hyrule, but it sounds like an awesome event as it could seriously shake some things up. But by that point in the game, however, the player will probably have a firm grasp of many cities and the remaining factions are more than likely pretty powerful at that point too, so I think they should get the Mongols/Timurids treatment and made to be this vast and powerful invasion force that can actually contend as a threat to the player and other factions.

    Ikana: This invasion event is severely lacking as Ikana spawn with so few soldiers initially to attack the Ikana region and, by that time, the Ordona can easily squash them like bugs. So I think that they definitely need a huge boost in man power to take over the Ikana region and fend off the Ordona since, at that point in the game, the Ordona are really aggressive, have most of the regions in the southwest, are normally fighting/beating the crap out of the Gerudo and Moblins, and have tons of units on the map by then. Of course, that may be a balance issue with Ordona as a whole, but I think that most factions, including the ones spawned by invasion events, are really not a threat at all.


    Overall, I generally feel like most invasion events are easily overshadowed by the Ordona faction as that faction in particular is a much greater threat than any other faction in the game and mainly because they win by sheer numbers. and have so many cities that no other faction, aside from the one you control, can stop them or put up any sort of meaningful fight.

  3. #23
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    @ DarkInterloper

    My mistake, I knew there was an unmanned settlement near Gerudo / Darknut lands but somehow got it mixed with Olnach instead.

    I wrote down the suggestions for the garrisons, so when I get around to working on next version I'll have it around as a reference.

    @ tedster1995

    I thought I read something about the Stalfos starting generals working through your submod, but re-reading it again says that Stallord is recruited from the Arbiter's Grounds and that Deadhand will join after Kakariko is taken. (I remembered the Stallord correctly, but thought that if Twili Onox was killed that Stalfos Onox would rise and join the Stalfos).

    After a brief look through the campaign_script, there is no code for Stalfos Onox or the Stallord outside of disabled events. I think Una and Huskus heroes are in and it seems that the Maku Tree Horon is also there, but you know more about heroes and generals than I.

    Unique structures are probably going to end up being unique upgrades, like you said. It's going to be interesting finding out where icons go with the text and other such matters.

    I also see you got ahead on implementing agents earlier, by checking the desc_model_strat there are models for certain agents but no means to recruit them. I'll add this to the list as well. As for shared agent portraits, I have no idea.

    @ Silenci0

    In regards for settlements, it has been noted. I'll see what I can do.

    One day the invasions will be touched upon and improved, as it will no doubt provide a challenge compared to the normal waging wars against your opposition. I like some of tedster's ideas, so I'll keep an eye on progress on the submod and see if I can incorporate some of that into the community patches.

    * * * * *

    While looking up some files, it seems like I can also re-implement agents into the game (although tedster did this first). Models already exist for some factions, but I think they were disabled due to the whole "Trait" business. If anyone is knowledgeable in Traits and Ancillaries, fixing and balancing the current system is a good place to start!
    Hibernation State: Playing Nintendo games and working on personal projects.

  4. #24
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    @sirmark
    It sounds like you're talking about Tantari, which indeed has no garrison currently. I thinks it is supposed to be occupied by Gerudo extremists.

  5. #25

    Default Re: Community Patches - Hyrule Total War

    Hello laydies and gentelman I will give you my problem short I downloaded the community patches (of course afther patch 3.7.3) and when I tried to open the game it just closes I have downloaded correctly because the game used to work perfectly before the patch so what happend?

  6. #26
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by mehmet233 View Post
    Hello laydies and gentelman I will give you my problem short I downloaded the community patches (of course afther patch 3.7.3) and when I tried to open the game it just closes I have downloaded correctly because the game used to work perfectly before the patch so what happend?
    If you are running Steam, did you make a copy of medieval2.exe and rename the copy to kingdoms.exe?
    Hibernation State: Playing Nintendo games and working on personal projects.

  7. #27

    Default Re: Community Patches - Hyrule Total War

    After looking over all the tech trees again it looks like a lot more of them could be implemented, the Twili and Gohma could be fully implemented farms and all if wanted them too, because we could just change the image of the farm since the Gohma Twili and Darknuts have their own culture, we could use the images from the tech tree demonstration images neph posted, but they would have those icons on top of them which I think would ruin it a bit, unless neph has all the images stacked away and could possibly allow us to use them to implement the tech tree a bit more? Does anyone understand me? I have a hobbit of making no sense :p

  8. #28
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    @ tedster1995 (Translated)

    1: The Original Tech Trees can mostly be implemented.
    2: The Twili and Gohma can have custom images, but the "structure icons" from the tech tree has "overlay function" icons
    3: Neph, can we have the vanilla icons without the functional overlay?

    * * * * *

    Working with text and changing icons is currently still out of my realm of experience, so I won't be able to work on that aspect of modding.
    Hibernation State: Playing Nintendo games and working on personal projects.

  9. #29

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by SirMark9 View Post
    @ tedster1995 (Translated)

    1: The Original Tech Trees can mostly be implemented.
    2: The Twili and Gohma can have custom images, but the "structure icons" from the tech tree has "overlay function" icons
    3: Neph, can we have the vanilla icons without the functional overlay?

    * * * * *

    Working with text and changing icons is currently still out of my realm of experience, so I won't be able to work on that aspect of modding.
    Yep that's the jist of it , plus by modifying where the specialist structures are we could in theory almost finish them, the only question is what buildings and what factions need priority?

    Ive read a fair few tutorials on it and it doesn't seem that complex plus I'm more then happy to do it :p

    Two things I've managed to do through some testing, I got the two separate tech trees for the two fairy fountains. I also managed to get the Labrynna research working
    Last edited by tedster1995; March 29, 2015 at 03:08 PM.

  10. #30

    Default Re: Community Patches - Hyrule Total War

    Okay ladles and jelly spoons, what I have managed so far using the methods I have mentioned

    - fully implemented the Gohma, Darknut and Twili techtrees, could have their own unique images and have their unique farmlands as well
    - Twli barracks work as they should now with zant and midna being able to build one type at first but then the other when they win the civil war
    - Fairy tech tree is implemented other then their farmlands
    - As I've mentioned Labrynna can now carry out research n but this has now been changed so you can research what you like rather then having to research one then the other
    - added in the Lizalfos statues, but not in the exact way they are in Nephs images, you build a stand which can then be upgraded into one of the six statues, I just need to figure out how to give their unique unit boosts
    - made a bank building for the factions that needed them and made the rule vault an upgrade of that
    - added in specific names and descriptions for buildings for a few factions where I could, I believe it was a few for the Lizalfos, Deku and possibly the moblins, I need to double check

    I managed to do this by fusing the temples and unique buildings (I.e Dodongos cavern and the black tower) which freed up around 8 more spots and I have only used 3 so far, so I only need to ask are there any structures that anyone thinks desperately need adding to help fix the tech trees a bit. I also plan to make the deep mines an upgrade for regular mines and the hylian cathedral a unique upgrade of the stict goddess statues. Also the Moblin unique building can be removed and just have the Gohmas with their own text of course.

    so after that any thoughts? Also sorry for the double post

  11. #31
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    @ tedster1995

    Alrighty, let's see if I can break this down...

    1: Regarding Gohma, Darknut, and Twili Tech Trees, what exactly did you implement that was not present before? Specifics would be appreciated.
    2: Working Twili Barracks looks good to me.
    3: As with Point One, what exactly in the Fairy Tech Tree has been implemented or changed?
    4: Labrynna can now actually research stuff, but how exactly is this implemented?
    5: A stand that upgrades into one of the statues sounds like an excellent idea instead of cycling through each statue to get what the player wants.
    6: Regarding Banks, I'll trust your judgement. What factions now have access to Banks?
    7: Yay for specific names and descriptions!
    8: Good call with the unique structures, I think Neph did something similar with each faction's capital. (I assume temples means the Water, Fire, and so on temples instead of the religious structures.)
    9: Faction specific upgrades seems like the way to go when available. Of course, the costs and whatnot will have to be balanced, but I can handle that once everything is implemented.

    Overall, everything done for far sounds excellent!

    However, I expect my free time to be limited in the next 5 weeks due to university work. The semester is winding down but the exams and paper deadlines skyrocket. I'll post what I originally planned to do with Community Patch 8, but if I manage to get enough free time, I may work on it a little during these 5 weeks.

    Spoiler for SirMark9's Work List
    *** Community Patch 8 Plans ***
    - Investigate Unique Structures
    - Stalfos Starter Generals (Stallord and Onox)
    - Investigate Rebel Settlements
    -- Gorons, Hyrule, Stalfos

    Ideas
    - Rebel Settlement Garrison
    -- Olnach: Wildlife
    -- Audorn: Hylian Bandits or Keatons (Bandit Cove)
    -- Naldoriko: Hylian Bandits or Gerudo Pirates
    -- Tantari: Gerudo Extremists
    -- Fort of Wings: Wildlife, Lizafols, Tokay
    --- Note: When adding Garrison, also add more Zola to help take garrison.

    To Do
    - Make Agitha playable (Previously caused crashes)
    - Implement Assassins (Gerudo, Lizafols, Sheikah)
    - Implement Spies (Kokiri, Labyrnna, Shiekah)
    - Implement Merchants (Insert Factions Here)
    - Paladgard's Sanctuary = Default Stuff
    Hibernation State: Playing Nintendo games and working on personal projects.

  12. #32

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by SirMark9 View Post
    @ tedster1995

    Alrighty, let's see if I can break this down...

    1: Regarding Gohma, Darknut, and Twili Tech Trees, what exactly did you implement that was not present before? Specifics would be appreciated.
    2: Working Twili Barracks looks good to me.
    3: As with Point One, what exactly in the Fairy Tech Tree has been implemented or changed?
    4: Labrynna can now actually research stuff, but how exactly is this implemented?
    5: A stand that upgrades into one of the statues sounds like an excellent idea instead of cycling through each statue to get what the player wants.
    6: Regarding Banks, I'll trust your judgement. What factions now have access to Banks?
    7: Yay for specific names and descriptions!
    8: Good call with the unique structures, I think Neph did something similar with each faction's capital. (I assume temples means the Water, Fire, and so on temples instead of the religious structures.)
    9: Faction specific upgrades seems like the way to go when available. Of course, the costs and whatnot will have to be balanced, but I can handle that once everything is implemented.

    Overall, everything done for far sounds excellent!

    However, I expect my free time to be limited in the next 5 weeks due to university work. The semester is winding down but the exams and paper deadlines skyrocket. I'll post what I originally planned to do with Community Patch 8, but if I manage to get enough free time, I may work on it a little during these 5 weeks.

    Spoiler for SirMark9's Work List
    *** Community Patch 8 Plans ***
    - Investigate Unique Structures
    - Stalfos Starter Generals (Stallord and Onox)
    - Investigate Rebel Settlements
    -- Gorons, Hyrule, Stalfos

    Ideas
    - Rebel Settlement Garrison
    -- Olnach: Wildlife
    -- Audorn: Hylian Bandits or Keatons (Bandit Cove)
    -- Naldoriko: Hylian Bandits or Gerudo Pirates
    -- Tantari: Gerudo Extremists
    -- Fort of Wings: Wildlife, Lizafols, Tokay
    --- Note: When adding Garrison, also add more Zola to help take garrison.

    To Do
    - Make Agitha playable (Previously caused crashes)
    - Implement Assassins (Gerudo, Lizafols, Sheikah)
    - Implement Spies (Kokiri, Labyrnna, Shiekah)
    - Implement Merchants (Insert Factions Here)
    - Paladgard's Sanctuary = Default Stuff
    Okey dokie
    1- didn't really implement that much really, actually nothing so far, might have to for one or two structures I forgot, but for most of their buildings it's just a case of taking existing buildings and giving them the description from Nephs demo pics, since the description can be faction specific I believe (not sure if there is a limit) but the image of the building is culture, hence why the Twili, Gohma and Darknuts can be finished since they don't share their culture with anyone else
    3- I separated the great fairy fountains from the small pixie ones as they are in their tech tree demo, so now you don't have to choose between the two you can have both
    4- it's too complicated to explain really , I'll upload it at some point, but it involves the campaign script as well, setting event counters and things like that, it's not too complex in practice but I just can't put it simply into words :/
    6- from what I saw the Hylians, Wizzrobe, Sheikah and Lanayru have access to banks, the bank is meant to upgrade into the vault anyways :p
    7- yea it's been surprisingly helpful and I haven't run into a problem yet (fingers crossed)
    9- yea tbh I'm not really sure which bit sets the price, I've mostly done it through copying and pasting then just editing the names and effects

  13. #33

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    - As I've mentioned Labrynna can now carry out research n but this has now been changed so you can research what you like rather then having to research one then the other
    - added in the Lizalfos statues, but not in the exact way they are in Nephs images, you build a stand which can then be upgraded into one of the six statues, I just need to figure out how to give their unique unit boosts
    For the Lizaflos statues you could EX bonus with crossing recruit lines:
    for example for wilcclans
    recruit_pool "Finder" 1 0.2 2 0 requires factions { lizalfos, }
    and then ad the statues
    recruit_pool "Finder" 0 0 0 3 requires factions { lizalfos, }
    Both lines are will merge and all units of the finderkind will start of with 3 exp there can be expanted
    Else you could look here to find some unique Capabilities
    http://www.twcenter.net/w/index.php?...TW&oldid=61060
    When will you release your mode? i kind of want to see how you did that
    Last edited by Gebilde; March 31, 2015 at 05:19 AM.

  14. #34

    Default Re: Community Patches - Hyrule Total War

    I should finish up soon just ironing out a few bugs and glitches

  15. #35

    Default Re: Community Patches - Hyrule Total War

    Hello,
    I have been a fan of Hyrule: Total War for a long time now but I still have a problem that I cannot find an answer for anywhere. My game seems to be unstable. It CTDs very often for no apparent reason. I reinstalled Hyrule about a week ago and it is fully updated. I am using the Guan Ziyangs Universal Mod Launcher to launch the game. The CTDs happen randomly as I mentioned. I will be playing and then the click of a button will crash it. I downloaded the community patch 7 but still have to install it. I am putting this question here because every other thread will not get as much attention or is not active enough.
    Thank you,

  16. #36
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    @ PhantomMenace0

    The most common CTDs are the "infamous Turn 15 Crash" and the "multiple army stack" crash.

    The Turn 15 crash, as its name implies, tends to CTD on Turn 15 when the River Zora spawn. The major code section for this has been removed in the default campaign_script file for the Community Patches to promote stability and seems to work for most people.

    The second involves massive battles with multiple "stacks" (units on the strategy map) at once. If I remember correctly, it has something to do with executing enemy armies and then for some reason it crashes. I think the work around is to simple release the captured prisoners (ransoming may run the risk of decline and the execution happens anyway, possibly leading to the crash).

    * * * * *

    However, I am afraid I can't help with "random crashes", can you possible report a pattern or examples when the crashes occur? I personally run HTW directly using its own executable file instead of using a mod launcher, so you can try that and see if there are any issues.
    Hibernation State: Playing Nintendo games and working on personal projects.

  17. #37

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by PhantomMenace0 View Post
    Hello,
    I have been a fan of Hyrule: Total War for a long time now but I still have a problem that I cannot find an answer for anywhere. My game seems to be unstable. It CTDs very often for no apparent reason. I reinstalled Hyrule about a week ago and it is fully updated. I am using the Guan Ziyangs Universal Mod Launcher to launch the game. The CTDs happen randomly as I mentioned. I will be playing and then the click of a button will crash it. I downloaded the community patch 7 but still have to install it. I am putting this question here because every other thread will not get as much attention or is not active enough.
    Thank you,
    Try starting the Game direkt in the Mod folder my games, seems to have, a lot of less crash that way.

  18. #38

    Default Re: Community Patches - Hyrule Total War

    Okay so everything is doen, but I can't upload the file , it's in a rar but it just keeps saying that it failed to upload, but its not giving me a reason does anyone know why?

  19. #39

    Default Re: Community Patches - Hyrule Total War

    You could try the dropbox?

  20. #40

    Default Re: Community Patches - Hyrule Total War

    Good plan here is the link I'm hoping it works

    https://www.dropbox.com/sh/z3fwrthw2...P0XEqlj0a?dl=0

    Here is what I have done:

    • Twili, Darknut, fairy and Twili techtrees are fully implemented, the Gohma's is too apart from it's two amrour upgrade buildings
    • Twili barracks now work properly with Midna and Zant being able to build both kinds once the war ends
    • Farms now give a population boost
    • Hylian barracks give a law and order bonus
    • Gerudo can now build their fortresses
    • Ikana can build the favour of Majora building line
    • lizalfos can build their altars, but I couldn't figure out how to add in the EXP bonus it either did nothing or caused a crash
    • added numerous buildings from the lizalfos, deku, moblin and goron techtree so they are relatively complete with a few having their own unique descriptions
    • Fixed an issue which stopped Lanayru building their pleasure palace
    • added in Labrynna research, for those interested ill add a description of how further down to fix a few issues I had research is only possible in Lynna City
    • In cases of armour upgrades I gave a different bonus or a reduction in retraining costs


    Known problems/bugs

    • With the fairy fountains if you build a one that is lower in the techtree e.g. the winter fountain then the game thinks you have built all three other types as well, which means you cant really have a specific fountain needed to build it's great fairy equivalent which in this case I believe is the chaos fountain, it might be an easy fix but i'm not sure.
    • A lot and I mean A LOT of the buildings have no image just a placeholder one, I added in ones where possible. But when all the images become available (hint hint) then that problem will be solved


    So there you go, is everyone happy with the changes I made? I would be happy to hear your feedback

    For those interested in how research works
    Spoiler Alert, click show to read: 

    Okay so research works is quite complex yet simple at the same time. It works by having a split techtree and different event counters in the campaign script. so basically after you build the research centre then the first two types of research (gunpowder & hydraulics) become available, once it has finish being "built" then the script will recognise that it has been built sets an event counter and destroys it like so

    monitor_event FactionTurnStart FactionType labrynna
    and FactionBuildingExists >= rea_gun
    and event_counter gun_found 0
    set_event_counter gun_found 1
    destroy_buildings labrynna lab_reasearch true
    console_command create_building Lynna_City rea_centre
    terminate_monitor
    end_monitor


    This resets the techtree back to the research facility and allows you to research your next type. also once one type of research is done, the more advanced version (steam & ballistics) will become available. Also by using the same event counters it is possible to prevent research being done twice, thus making research possible

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