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  1. #1
    SirMark9's Avatar Tiro
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    Default Community Patches - Hyrule Total War

    Spoiler for Useful & Interesting Topics
    Hyrule: Total War Wiki (A Wiki for Hyrule Total War! This links to the HTW's Wikia, which is outside the TWC boards. The Wiki is more accurate and up to date than the Development subforum here on the TWC board, but be wary of spoilers!)

    HTW Quick Questions and Answers Thread (Have questions? We may have answers! The original source of all these topic links.)
    Hyrule: Total War Installation Guide (A guide to installing Hyrule: Total War, with pictures!)

    Hyrule: Total War - Lore Questions (A more detailed thread dedicated to HTW's lore. Ask away!)

    Master Bug Report Compilation (A master guide to all documented bugs for Hyrule: Total War. Notice: Now outdated as I no longer update this compilation.)
    Last Updated: October 17th, 2015

    Evolving from the previous thread started by Eldren, I created this thread so I can update the first post every time a Community Patch comes out instead of having users shift through the last few pages of the Bug Fix Patch topic. In addition, I also copied and pasted my "Useful and Interesting Topics" from the Quick Q&A thread to increase visibility.

    Essentially, Community Patches are made between official releases that focus on bug fixes and Freeform Campaign balancing. As in the name, these patches are created by members of the HTW community to make it an even better mod. If you have some skills with modding Medieval II, consider helping out!

    * * * * *

    Latest Community Patch: "3.8B"
    Link to Post: Click Me!

    This community patch is brought to you by tedster1995. For the download and changelogs, please see the linked post.
    Last edited by SirMark9; October 31, 2015 at 10:07 PM.
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  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Community Patches - Hyrule Total War

    Very nice work!

    I will definitely have to take a look at this after Christmas.

    +rep

  3. #3

    Default Re: Community Patches - Hyrule Total War

    Q)
    Has the Dodongos Melee attack been fixed? Also has Melee attack been fixed for other Non-mounted cavalry that use the Code that says they are horses?

    Notes)
    I know the Deku Tribe's Plowers have their Melee attack Fixed.

    Bug report)
    The Twili Spider Swarm unit count is messed up. It is like 1-4 troops instead of the normal 100+.

    Q)
    Do farming levels still not add to each other? Because last I know, Building a Ordona Plantation(Which has a farming level of 5.) would over ride the income gained by Farms(Which have a farming level of 1-4 depending on building tier.).

    Note)
    If this is still the case for farming levels. Then I would like the Ordona Plantation be the 5th tier to farming(which only Ordona can get obviously), But Modify its cost and build time to reflect its new position.

  4. #4
    TheHylianJuggalo's Avatar Senator
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    Default Re: Community Patches - Hyrule Total War

    Since the no River Zora script appears to break the game (nobody's armies or campaign intros spawn except Hyrule on turn 2, Stalfos cannot be used), what chunk of code am I looking for here, so I can remove it myself?
    Michael Scott Meisenhelter - 3/3/1963-11/4/2015
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  5. #5
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    @ Eldren

    If it isn't listed in the patch notes, it probably was not changed or fixed.
    - On Melee Attacks, it would seem the answer is no.
    - On the Spider Swarms, I haven't touched them, so I have no idea what is going on with that.
    - On Ordona and Farming, I have no idea. Based on what I see in the code and taking a wild guess, it seems Farming bonus is just a one time addition with the highest one overriding the lower ones. (Ordona Farm is a unique structure with a farm level of 5 while the normal Farm building line goes up to level 4.)

    @ TheHylianJuggalo

    I did two quick test runs on the alternative campaign script provided in Community Patch 6. Testing as the Darknuts and Stalfos, everything works as intended with the armies spawning on Turn Two. As the Stalfos, I gained a settlement and battled a lone unit of Hylian Soldiers.

    Can you provide more, detailed information on your problem besides "It does not work."? I would take a guess you patched the modified campaign script file incorrectly.

    However, if you wish to do it yourself, open up campaign_script.txt (Hyrule/data/world/maps/campaign/imperial_campaign) and use CTRL-F and look for Zola Invasions. Remove that section of code and it should bypass the Turn 15 crash. At least, that is what the modified file does.

    * * * * *

    Community Patch 7 Plans
    - Check Rebel Settlement Garrisons
    - Let ReDeads be recruitable from Kakariko
    - Check Siege Weapons for Artillery Offset

    One of the things I would like to do for the next Community Patch is get a list of all the Rebel Settlements that a bugged garrison (They have soldiers but just give you the settlement without any battling), or no garrison at all so I can add soldiers to them. Last I checked, the Gorons can easily expand due to bugged garrisons and there are a few rebel settlements without any rebels in them.

    I also need to find the right file so I can let the ReDeads be recruitable for the Stalfos at Kakariko. I found the file once (believe it had something to do with hidden resources and regions), but don't know where to find it again.

    Lastly, I remember reading somewhere something about an offset on siege weaponry. I need to look into that...
    Hibernation State: Playing Nintendo games and working on personal projects.

  6. #6

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by SirMark9 View Post

    Community Patch 7 Plans
    - Check Rebel Settlement Garrisons
    - Let ReDeads be recruitable from Kakariko
    - Check Siege Weapons for Artillery Offset

    Lastly, I remember reading somewhere something about an offset on siege weaponry. I need to look into that...
    i found this bug and neph fixed it in 3.7
    all artillery that need it now have recruit_priority_offset -35 in the EDU, so the ai doesnt spam siege weapons anymore

  7. #7
    TheHylianJuggalo's Avatar Senator
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    Default Re: Community Patches - Hyrule Total War

    Okay, basically, what happens is this:

    All I did was move the no zola script to data/world/campgaign/imperial_campaign, and put it in there. I moved the original campaign file to the recycle bin. Now, (tested with Stalfos and Labrynna) no armies spawn for any faction except those of Hyrule, nor do their turn 2 descriptions. The entire map is devoid at start. As Stalfos in particular have no settlement, their campaign is completely broken due to this.

    I'm sure I implimented it wrong, I'm not denying that. What I DID though, I have no idea.
    Michael Scott Meisenhelter - 3/3/1963-11/4/2015
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  8. #8
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    Did you rename campaign_script (No Zola).txt to campaign_script.txt after you moved it and deleted the original file?
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  9. #9
    TheHylianJuggalo's Avatar Senator
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    Default Re: Community Patches - Hyrule Total War

    That would probably explain it. Though, I've never seen the outer name of a file make a difference before.
    Michael Scott Meisenhelter - 3/3/1963-11/4/2015
    -Lost, but not forgotten. Baptized by fire.-

    When I die,
    Show no pitty,
    Send my soul to Juggalo City.
    Dig my grave six feet deep,
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    And tell my homies I did my best

  10. #10

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by TheHylianJuggalo View Post
    That would probably explain it. Though, I've never seen the outer name of a file make a difference before.

    Lecture Time:

    If the outer name of a file is different. Any program that is looking for it can't find it. It's like if your Zip code and address is different from what you gave some one. They can't find you.
    Last edited by Eldren; December 24, 2014 at 02:18 PM.

  11. #11
    TheHylianJuggalo's Avatar Senator
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    Default Re: Community Patches - Hyrule Total War

    I know that in most cases. I've renamed files on this mod before though, and it hasn't done any noticeable change before. Weird.
    Michael Scott Meisenhelter - 3/3/1963-11/4/2015
    -Lost, but not forgotten. Baptized by fire.-

    When I die,
    Show no pitty,
    Send my soul to Juggalo City.
    Dig my grave six feet deep,
    Put two matches by my feet,
    Put two hatchets on my chest,
    And tell my homies I did my best

  12. #12

    Default Re: Community Patches - Hyrule Total War

    So, after playing 3.7, I noticed that the time it takes for a turn to load has increased quite a bit. A little over three minutes per turn. Is this to be expected, and simply tolerated? Or is there a way to fix it? Or is it just a problem on my end?
    Oren (Died of natural causes) - Athreon - Torgo - Mariel


  13. #13
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Athreon View Post
    So, after playing 3.7, I noticed that the time it takes for a turn to load has increased quite a bit. A little over three minutes per turn. Is this to be expected, and simply tolerated? Or is there a way to fix it? Or is it just a problem on my end?
    I noticed this too. Also, the Kokiri forest lags for me quiet a bit.

  14. #14

    Default Re: Community Patches - Hyrule Total War

    When is the next Community patch Planned to come out?

  15. #15
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    When is the next Community patch Planned to come out?
    Currently, the timeline is set to "Uncertain".

    There does not seem to be any major fixes or additions coming out from the community (unless I missed something), and I work in focused bursts. Thus, I tend to make a great deal of progress at a time, but only on one project and then I focus my efforts elsewhere. If I applied my efforts to a Community Patch, I probably could put one out within a week. Right now, there does not seem to be a reason to do so.

    In addition, I'll be back at the university and some of my time will be taken up by course work. My current project is attempting to finish a fan fiction I am currently writing, based off RWBY. I am in the process of writing the third chapter out of ten, but the first needs to be completely rewritten and the entire project will likely be subject to multiple revisions. The quality and believably to the source material is not where I would like it to be
    Hibernation State: Playing Nintendo games and working on personal projects.

  16. #16

    Default Re: Community Patches - Hyrule Total War

    The Gohma's Building Tech tree is not fully added in.
    Just look here: http://hyruletotalwar.wikia.com/wiki/Gohma
    Could we include the missing buildings in to there Tech tree for the next patch.

  17. #17
    GoldenGohma's Avatar Civis
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    Default Re: Community Patches - Hyrule Total War

    Just a mention in case you didn't know, but users who are not logged into TWC can't download attachments just like that, not that I know how many people actually try to install the community patch who aren't a part of this forum. At any rate, it isn't too terribly big of a problem for those present.


    And maybe now I fixed that lingering problem that was stopping me from trying out H:TW for quite a few months.

    Arise, my army!

  18. #18
    SirMark9's Avatar Tiro
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    Default Re: Community Patches - Hyrule Total War

    This helpful patch got to the second page? Madness!

    (It would be nice if this was a pinned topic.)

    NOTICE: If you are using the latest official version of Hyrule: Total War, 3.7.3 (the one that includes the update models), you will already have Community Patch 6 implemented. There is no need to download this if you have the 3.7.3 from the ModDB.
    Last edited by SirMark9; March 04, 2015 at 08:59 AM.
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  19. #19
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    Default Re: Community Patches - Hyrule Total War

    Community Patch 7 Release!

    Finally got some time to work on the Community Patches. This patch focuses on limiting Agents, Hyrule Cavalry, and messing around with the "unique" factions (Sheikah, Ikana, Stalfos, River Zora).

    You can download the community patch as the attachment or from here (Mediafire Link). Remember, before you apply Community Patch 7 to already have Patch 3.7.3 installed from the ModDB!

    * * * * *
    Community Patch 7 Changelog:
    Spoiler for Click Me!
    General
    - Removed the AUI and EXE files. Instructions on how to run HTW by copying medieval2.exe and renaming the copy to kingdoms.exe is included.
    - Made the "No Zola Invasions" campaign_script.txt file as default to lessen the likihood of crashing. The original camapign_script is included as an "optional" file.
    -- Attempted to also remove the "Stalfos Emerge" on turn 128. This change has been untested.

    Freeform Campaign
    - Embassy Changes
    -- Costs 2000, down from 3200
    -- Now has an Agent Limit of 2.
    - Relgion Changes
    -- Strict Goddess Worship and Majora Worship religous structures now have an Agent Limit of 1. (You can only recruit one priest per building)
    --- The Goddess Church unique structure for Hyrule has an Agent Limit of 5.
    --- The Cathedral of Vigjaro has an Agent Limit of 5.
    -- Goddess Acknowledgement structures have their requirements lowered. It is now possible to build a Deity Statue anywhere regardless of Relgion Level.

    Kingdom of Hyrule
    - Triforce Vanguards, when spawning to defend Hyrule Prime, have max EXP (9) instead of none.
    - Lon Lon Ranch Changes
    -- Upgrade now costs 7500, down from 15000.
    -- Mounted Recruits have a max reserve of 5 and replenish each turn.
    -- Mounted Knights have a max reserve of 3 and replenish every two turns.

    Sheikah Cadre
    - All Sheikah units now have no upkeep. Sheikah that can be trained while in Death Stance have their recruitment costs increased.
    -- Soldiers of Agahnim cost 450, up from 300.
    -- Interrogators cost 450, up from 300.
    -- Blood Wizards cost 1000, up from 700
    -- Skull Knights cost 1500, up from 1000
    -- Shadow Cannons cost 1700, up from 1100
    -- Needlestorms cost 1700, up from 1100
    -- This was done as some units are shared between Shadow and Death Stance.

    Stalfos
    - All Stalfos Units no longer have upkeep
    - Stalfos Erudi can be recruited from Kakariko Gorge if a Graveyard is built.
    - Redeads are now recruitable from any Graveyard.
    -- Previously, Redeads required to be be recruited in Sheikah lands (specifically, the land_sheikah hidden resource). As there is only one "Sheikah settlement" and no land_sheikah hidden resource implemented, I made Redeads recruitable across the board.
    - Graveyards now cost 1500, up from 600, and take 4 turns to build instead of 2.

    Kingdom of Ikana
    - Units recruited are now at max experience!
    - Starter units should now be at max experience.
    - Ikana can not longer build the Siegeworks.
    -- All units are recruited from the Fissures, Siege Weaponry included!
    - The Kingdom of Hyrule has lent their diplomats to Ikana. Ikana now can build the Embassy and use Diplomats!
    -- Ikana Diplomats use generic Medevial 2 icons and descriptions, but uses Kingdom of Hyrule's map model. Other than that, they work as diplomats should.

    Order of the Wizzrobe
    - Lana now has the Corrupt trait. (Fixed a spelling error)
    - (Repeat) The Wizzrobe Capital grants 5 priest slots.

    River Zora
    - All River Zora Units no longer have upkeep.
    - Supply Line Changes
    -- Note on Functionality: The player builds the supply line to "recruit" (request) units. After the "unit" finishes construction, the reinforcements arrive based off of the tier and settlement the unit was "recruited" in.
    -- Tier Restrictions apply to the Structure, not the "unit". (No Tier, Tier 3, Tier 5, Tier 6, Tier 7)
    -- Max Unit Cap reduced to 1 than 2. (Replenshment remains the same, instant refill)
    -- Supply Lines can now request for lower tier reinforcements instead of being stuck at the level of the structure.
    -- Structure Cost Reduced (Now 500, 750, 1000, 1250, 1500 from 500, 1000, 1600, 2000, 2500)
    -- Unit Cost Changes (Now 600, 900, 1200, 1500, 1800 from 500, 1000, 1500, 2000, 2500
    -- Unit Recruitment Time Changes (Now 1,2,2,3,3 from 2,3,4,5,6)
    * * * * *

    So, what are my plans for Community Patch 8 (when I get around to working on it)?

    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.

    3: Investigate Rebel Settlements - Some Rebel Settlements do not have a garrison, or if they do, the garrison is bugged. Here is a list of settlements I managed to find. (I may have missed a settlement or two)
    Unmanned Rebel Settlements - Olnach (Near Gerudo & Darknuts), Fort of Wings (Near Lizafols and Ikana), Ardon, Naldoriko (Both on Hyrule's western border)
    Special Rebel Settlements - Dondonogo's Cavern, Paladgard's Sanctuary (Both do not have garrisons on Turn 2 but gain one on Turn 3, making it theoretically possible to "stealth capture" them if a unit can reach the settlement)
    Bugged Garrison - Gor Dorlagr, Gor Forgaru (Dodongos do not seem to work properly, one has to assault the settlement but when attacking, grants an auto victory before the battle.)
    That Random Settlement - Xelo (It's in Deep Subrosia, but I'm not sure if it is accessible. Is it accessible, or is it just there?)

    4: The Ikana Diplomat - Add in proper Icons, Portraits, and Descriptions. The model will likely be a placeholder until an actual model is created.

    * * * * *

    Well, that's all I got for today. If there are any problems with the Community Patch, let me know so I can work on hotfixes.

    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.
    Attached Files Attached Files
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  20. #20
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    3: Investigate Rebel Settlements - Some Rebel Settlements do not have a garrison, or if they do, the garrison is bugged. Here is a list of settlements I managed to find. (I may have missed a settlement or two)
    Unmanned Rebel Settlements - Olnach (Near Gerudo & Darknuts), Fort of Wings (Near Lizafols and Ikana), Ardon, Naldoriko (Both on Hyrule's western border)
    Special Rebel Settlements - Dondonogo's Cavern, Paladgard's Sanctuary (Both do not have garrisons on Turn 2 but gain one on Turn 3, making it theoretically possible to "stealth capture" them if a unit can reach the settlement)
    Bugged Garrison - Gor Dorlagr, Gor Forgaru (Dodongos do not seem to work properly, one has to assault the settlement but when attacking, grants an auto victory before the battle.)
    That Random Settlement - Xelo (It's in Deep Subrosia, but I'm not sure if it is accessible. Is it accessible, or is it just there?)
    Olnach is actually down near Ikana, and its supposed to be garrisoned by wildlife, as it is an abandoned Ikanian city. Audorn should probably have some hylian bandits or Keatons in it -after all its in "Bandit's Cove"-as for Naldoriko, probably the same, maybe Gerudo Pirates, as its on the border of Gerudo territory. The Fort of Wings is an old ruined fort built by the Hylian founders of Labrynna, and would probably be occupied by Wildlife or possibly Lizalfos or rebel Tokay.

    As for Xulo and its Twili counterpart Orkalisch, they are basically just placeholders to get the border around Subrosia/ROT to work

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