Release notes(please read):
If anyone read about this back in February I am so sorry, I actually thought I released it then(facepalm!) well better late then never
To Install:
1. Download the attached notepad files at the bottom of the post
2. MAKE A BACKUP OF descr_mount AND export_descr_units from the mods "data" folder!!! I cannot stress that enough. This is untested and I cannot guarantee they will work with your current set-up. It should work, but I do not want to be responsible for someone having to re-install the mod. Plus you might hate the new EDU so it's up to you.
3. Paste the files in your MII/mods/hyrule/data folder, overwrite the existing files and your done.
Further notes:
No it is not save game compatible. If you have a campaign going your units will not all of the sudden change. You will need to start a new campaign for the changes to take effect. However custom battles will have the new EDU and you can still play your old campaign without any problems or CTD, so really you have nothing to lose.....as long as you back-up the old files![]()
Please give me some feedback so I can make further adjustments. I have only tested each faction in Custom battle mode. The only faction I played in campaign was Hyrule. Those who are not available in CB mode, Tokay, Horon, Subrosia etc. were altered blindly and have not been tested. That should not be too big an issue though since all the EDU numbers are pretty well structured.
DOWNLOADS:
descr_mount.txt export_descr_unit.txt HAVE FUN!
INTRO: I just wanted to say I love this mod, it's great! I downloaded it earlier last week and I can't stop playing. What i did is played my first campaign as the Kingdom of Hyrule and things did not turn out well. I noticed that there are a few things that needed to be changed in the EDU to make the battles a little more "realistic". The purpose of the list below is for the developers to look at and maybe use it as reference for the next release. Also if people want I can maybe release it as a submod. EDIT: Looks like I did
Universal Changes
- All of the physically small units are now exactly that, unit mass has been lowered in proportion to (1) being the weight of an unarmored Human.
- General's/Hero's Bodyguard units have a higher Defensive Skill than there regular counterparts. This is to represent the fact that these units would use the best soldiers available to protect their General/Hero and would receive a higher level of training than army regulars.
- Horse are now heavier and had charge values elevated. They are now alot less useless. And can now charge right through some of the Physically small units
- Armor Values have been increased as I saw fit to reflect how heavily armored a unit looks in game. Using the Hylians as the base armor values other units were changed to however more or less armored they are than the Hylians.
Significant Factional Changes
Hyrule
- Along with the changes to their Cavalry, all unit weights have been increased slightly to reflect the added weight of full plate armor.
- Armor values have also been increased, all Hylian units are slightly harder to kill.
- Hylians Carrying a shield have had shield values increased slightly aswell
- Bottom Line: The Hylians are now a stronger faction. They can handle much more abuse but are still vulnerable to cavalry and heavier infantry.
Goron
- Charge values have been doubled for all units.
- Weights have also been tweaked. Gorons that are slightly armored of carrying a weapon are a little heavier.
- Bottom Line: Gorons are arguably the strongest faction, as they should be. They are still capable of literaly bowling right through an enemy army but this time they will inflict more casualties in there initial charge.
Kokiri
- Kokiri are now half the weight of an unarmored human unit
- They are now extemely vulnereable to cavalry charges
- Mudmen of Faron are still very effective against cavalry
- Grove Watchers are the Kokiri's elite unit, I added to their attack and shield values.
- Bottom Line: The Kokiri may be the weakest faction, but there abundant amount of troop should make up for their weakness vs. cavalry.
Gohma
The Gohma are what made me redo the EDU in the first place. I was frustrated by there strength and needed to fix it so I could enjoy the game more.
- Gohma Larvae, Juveniles and Adolescents are all now more true to their size. No longer can a unit of Gohma larvae stop a cavalry charge at the line.
- Larvae, Junveniles and Adolescents are now susceptible to charge from all units. Cavalry will run right through them. Physically large units(Darknuts, Knuckles etc.)will litteraly swat the Gohma around like bugs. Even Human sized infantry will be able to penetrated rather deep into a small Gohma unit and swat them around a bit.
- All Gohma armor values are either removed or lowered.
- Bottom Line: The Gohma are no longer too overpowered. The small Gohma units are more of a nuissance than a real threat and can be easily taken care of with cavalry. The Gohma's larger units that can cause problems to most armies. After I play my current campaign I will look into making Gohmas small units much more affordable so we see alot more Gohma full stacks running around.
Stalfos
- Changed weights of all units to be slightly lower than that of a human.
- Added armor values to Stalfos that wear armor or carry shields.
Moblins
- Bokoblins, Miniblins, Bulbiblins(?) are more vulnersble to charge like the Kokiri
- Large Moblin Units have higher charge values
Fairies of Tarm
- All the small Fairy units are vulnerable to charges, like any of the other small units, but the fairies now have a much higher Defence Skill rating to reflect how hard it would be to swat them out of the air.
Ikana
- Added shieled values to units that carry shields
- Chariots are now excelent chargers. Two horses and a large chariot give it almost double the charge of a basic horse cavalry.
I have also made countless other changes that I forgot to write down or remeber at this point. Every faction was looked over and had at least two units changed.





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