Bump
hey emperor, I have a few things to say about your balancing and realism work. While I think you did a great job adding realism and balancing the game out I have a few things to say.
Gohma units have a defense of 0-don't forget that Gohma have exoskeletons, which provide them with fairly weak armor but still armor. Also with your modded files it pretty much makes upgrading from larva to juveniles to adolescence (unless you want ranged) useless.
Tank units-I'm mainly taking about units such as the iron knuckle, you shouldn't forget to give these units an armor upgrade as they have tons of armor on, pretty much every unit with a shield icon should be checked and given an armor boost if necessary.
Kingdom of Hyrule-these guys are good but I'm a bit worried that they might be to powerful now, maybe you should lower the armor boost of them a little bit
Moblins-is it just me or did you lessen the charge bonus of the smaller mobling units? if so they keep in mind that the Moblins are suppose the be masters of charge.
Stalfos-I think you unimproved that defense of some Stalfos units a little to much
I also have a request, there are some units (example-Ordona militiamen and Horon soldiers) that have shields but no shield value, you should fix this
I would really appreciate it if you respond and give me a response to my feed backthank you for your files!
Last edited by Jakeford; June 27, 2013 at 10:51 PM.
I may have gone a little overboard on the Gohma. I was just so mad at them destroying me and all. I noticed they got overrun rather quickly in my campaign so I will help them a bit more. I also plan on making them much more affordable so we will see several full stacks(hopefully the AI complies)Gohma units have a defense of 0-don't forget that Gohma have exoskeletons, which provide them with fairly weak armor but still armor. Also with your modded files it pretty much makes upgrading from larva to juveniles to adolescence (unless you want ranged) useless.
Tank units-I'm mainly taking about units such as the iron knuckle, you shouldn't forget to give these units an armor upgrade as they have tons of armor on, pretty much every unit with a shield icon should be checked and given an armor boost if necessary.
In game all those units should be very strong. I don't want to make them invicible though. I'll do a few test runs with them and see how things are again.
I think they are fine, after all, they should be the dominant military force of the land. If I get a lot of complaints I will do something about it.Kingdom of Hyrule-these guys are good but I'm a bit worried that they might be to powerful now, maybe you should lower the armor boost of them a little bit![]()
Moblins-is it just me or did you lessen the charge bonus of the smaller mobling units? if so they keep in mind that the Moblins are suppose the be masters of charge.
I don't recall if i did or not. I reviewed every unit from top to bottom but didn't track all the changes. It's possible since they are smaller physically i reduced the charge value but I didn't know they were supposed to be good chargers. I don't know much about Moblins lore so if that is true perhaps I should add a slight bonus even to the smaller guys. Maybe becasue i made them lighter it lessened there effect on a charge...I'll play around a little
Stalfos-I think you unimproved that defense of some Stalfos units a little to much
Again, I'll test these guys further and see what can be done. I remeber that becasue the will never break I made them a little weaker. I even fought a battle for 2 1/2 hours in a full stack vs full stack stalfos/kokiri siege and eventually I(Stalfos) was worn down to the very last "guy?".lol
My plan was to add shield value to all units that carry shields. i must have missed Ordonna or something. That will most defitley get fixed. The Horon soldiers I did not test becasue the faction wasn't available in CB, but i think they are available as mecenaries for other factions right?I also have a request, there are some units (example-Ordona militiamen and Horon soldiers) that have shields but no shield value, you should fix this![]()
The Horon soldiers can fight as mercenaries for other factions in custom battle and I think I saw them near the end of the EDU but not quite sure
Alight I have tinkered with your changes a little bit so I will post my changes to your changes (lol what?) just remember all these changes were made to your EDU so if I nerfed a unit it may still be stronger then it is in vanilla.
Spoiler Alert, click show to read:
I think you should think about putting some of my changes into your official text file
I have a request though, you should give the units with coralmold (lanarya province uses it) and leather a small defensive boost, I feel like the lanarya province hardly got any benefits from your EDU and making coralmold worthy of a small defensive bonus would be a good way to make them less underpowered. I said leather armor mainly because of the Moblin grunts and lumberjacks (they wear leather armor), improving there defense a little would be a good way to give the Moblins and Ordona a somewhat decently armored unit (well Ordona doesn't have a good infantry unit with defense, not counting there cavalry).
Last edited by Jakeford; June 29, 2013 at 12:55 PM.
Hey Guys. I have yet to test this submod. but I want to try it out.
Also, I would like a submod that is a fusion of this mod and the Kingdom of the Golden Land Mod.
@ Jakeford and Emperor Hantscher
Do you think you guys can look in to making a EDU Mod for the Kingdom of the Golden Land Mod. Just like you did here. I would love to have it.
You can find the Mod here: Kingdom of the Golden Land Mod
The first Post needs to be Updated. So you will have to look at the end of the thread to get the Newest release of the Mod.![]()
I hope you enjoy the Kingdom of the Golden Land Mod.And I can't what for EDU Kingdom of the Golden Land Mod.
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Last edited by Eldren; June 30, 2013 at 09:20 AM.
Well I wouldn't really call it a submod and the EDU you will download doesn't have my changes (at least not yet)
Eldren. I would be up for the challenge. I don't think it would be very hard either. However I don't know how to post stuff for download like emperor does. Also emperor was the one who made this and he knows more then I do about unit stats (I will have to sit down and read the key to change stuff like weight but I could learn), I just polished it up for him and encouraged him to implement my changes (which he hasn't seemed to get one sense I posted me changes)![]()
There is also an update coming out in a few weeks as confirmed by Undying nephilam on the announcement thread. It will surely include the Ancient Hylians (thus including a new unit text file for the game) but I have a work around in mind, I will just copy and past the ancient Hylian stuff into the current EDU when it comes out.
I will work on it but keep the new update in mind and you will have to show me how to host stuff for download and tell me what I have to deleate out of the vanilla EDU so it will be compatible with the kingdom of the golden land submod (only in the case that you had to delete a faction to make room, which you will have to do when the ancient hylians come out for sure) right now I would imagine you deleted the Rito faction as they literally do nothing but take up a faction space, have no units, and will be replaced![]()
Sadly, I've had no luck with trying to do attachments.So I can't help you there. We actually replaced the Huskens with the Golden Land. Since they are a non cannon Zelda race. Instead of me telling you, every different code. It would be easier for you to download the files we have modded. And look at them before adding them to the new copy of HTW. Lastly, you should read the lore we have on the Kingdom of the Golden Land. It will help you Make the Proper changes to the EDU.
hey there! Eldren directed me here after i put up my own mods to the game. I have a question. I successfully got Ikana to spawn very early with their own city, but im wondering is there a script that affects the stalfos spawn? ive tried making it turn 8, but they DO spawn, but the game crashes whenever they attack someone/a settlement. Any ideas? Its an idea i really want to do D=
There might be a script attached to their spawning that presents the event notification that is sensitive to turn number.... I don't actually know that much about it, but Neph is fond of adding small scripts here and there to make things work it seems......
yeah. Ive gotten them to spawn and the event to happen, they are on separate turn timers. Thats what makes me think that there is a script or timer that i am not aware of that is causing the crash.
Does this Mod work for the New Release?![]()
Guys I just wanted to say that this submod won't work for v 3.1. Lots of new units and hero's have been added so won't work. Now on the bright side I have released a new submod. Just go to the main page of HTW to see it. (shameless self advertisement, if this mod was updated to v3.1 I wouldn't have said this)