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  1. #1

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    @tedster1995.
    How is the next Community Patch coming along? Do we have a possible time when it may come out?
    Its going well so far I'd say I'm about 3/4 done, I should also point out that the whole units returning from Ikana is looking impossible I'm afraid . As for a release date, it depends I'm just waiting for confirmation from Neph about going ahead with the traits and techtree changes but I'd say it could be done by Wednesday Thursday perhaps, it depends how easily this multiple army glitch is to fix :/ I might have to ask for some help on this one.

    :Edit: received Neph's approval working towards a Wednesday release
    Last edited by tedster1995; September 28, 2015 at 04:19 AM.
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  2. #2

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Its going well so far I'd say I'm about 3/4 done, I should also point out that the whole units returning from Ikana is looking impossible I'm afraid . As for a release date, it depends I'm just waiting for confirmation from Neph about going ahead with the traits and techtree changes but I'd say it could be done by Wednesday Thursday perhaps, it depends how easily this multiple army glitch is to fix :/ I might have to ask for some help on this one.

    :Edit: received Neph's approval working towards a Wednesday release
    Nice!
    All though....
    -------
    For Ikana, how about we do 2 things at once and try that out.
    1) Every turn or few turns you get random troops maybe from a few different sets.
    2) After every battle, you will get a prompt. It will ask you if you want to bring more troops from Termina. If you click yes. We could do it 2 ways.
    -1- you get random troops maybe from a few different sets and it cost you accordingly.
    -2- you may pick your troops from a few troop sets which cost different values.
    -------
    Troop sets could be some thing like this.
    1) 2 Boltmen and 2 Footmen.
    2) 5-6 Drafted and 1 Gibdos.
    3) 3 Garo Ninjas.
    4) 2 Noblemen and 2 Gatekeepers.
    5) 2 Battle Chariots.
    6) 2 Hollow Knights.
    7) 2 Trebuchet and 2 Drafted.
    8) Any hero who has die or a new general.

  3. #3
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Its going well so far I'd say I'm about 3/4 done, I should also point out that the whole units returning from Ikana is looking impossible I'm afraid . As for a release date, it depends I'm just waiting for confirmation from Neph about going ahead with the traits and techtree changes but I'd say it could be done by Wednesday Thursday perhaps, it depends how easily this multiple army glitch is to fix :/ I might have to ask for some help on this one.

    :Edit: received Neph's approval working towards a Wednesday release
    Yay!

  4. #4

    Default Re: Community Patches - Hyrule Total War

    Thats an idea, but ill save that for the next version im trying to add the last few finishing touches
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  5. #5

    Default Re: Community Patches - Hyrule Total War

    Edit: Never mind
    Last edited by tedster1995; September 29, 2015 at 07:03 PM.
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  6. #6

    Default Re: Community Patches - Hyrule Total War

    I Got Melee To Work!!!
    Well on some of the units that didn't have melee attacks.

    elder_goat, battlecrab3 (the ones with archers on them.), shieldgohma, pincergohma and dodongo. All have melee attacks now.
    But they are all elephent cavalry now. Not horse cavalry.
    Also there are a few bugs that worked there may in. But I think tedster1995 can easily deal with them. After the bugs are killed. Then a rebalance is in order. The Deku Plowers need a rebalance too. Which I fixed in the past the same way as these units I just fixed.

    Edit:
    Here is the work I just did.
    Spoiler for descr_mount

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type dodongo
    class elephant
    model Mount_Dodongo
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 70.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.38, 0.70
    rider_offset 0.0, 0.38, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    type pincergohma
    class elephant
    model Mount_Pincergohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 60.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type mount_shieldgohma
    class elephant
    model mount_shieldgohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 80.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    type battlecrab3
    class elephant
    model mount_battlecrabsad1
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 40.25
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 1.1, 0.4
    rider_offset 0.0, 0.45, 0.35


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type elder_goat
    class elephant
    model elder_goat
    radius 3
    x_radius 1.3
    y_offset 0
    height 6
    mass 150
    banner_height 0
    bouyancy_offset 3
    water_trail_effect elephant_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.45, 0.35
    rider_offset 0.0, -10, 0.0

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    Spoiler for export_descr_unit

    type Dodongos
    dictionary Dodongos ; greek Firethrower
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 8, 1
    mounted_engine armogohma_eye
    mount dodongo
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 4
    stat_pri 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, metal
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, 0, 2, -2
    stat_mental 9, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 1000, 50, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership goron, saxons, slave
    era 0 goron, saxons, slave
    era 1 goron, saxons, slave
    era 2 goron, saxons, slave
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 10, 16, 12


    type Pincergohma
    dictionary Pincergohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 20, 20, 1
    mounted_engine armogohma_eye
    mount pincergohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 4, 5, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 4, 5, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 4, 4, 0, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 300, 50, 130, 100, 300, 4, 300
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Shield Gohma
    dictionary Shield_Gohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 10, 10, 1
    mounted_engine armogohma_eye
    mount mount_shieldgohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 5, 2, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 5, 2, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 3, 3, 5, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 50, 130, 100, 400, 4, 400
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Archer Battlecrabs
    dictionary Archer_Battlecrabs ; Turkish Horse Archers
    category cavalry
    class missile
    voice_type Light
    banner faction main_none
    banner holy crusade_cavalry
    soldier Mounted_Coral_Archers, 8, 8, 3
    mount battlecrab3
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 2
    stat_pri 8, 1, gerudo_arrow, 80, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 16, 5, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership lanayru
    era 0 lanayru
    era 1 lanayru
    era 2 lanayru
    info_pic_dir lanayru
    card_pic_dir lanayru
    ;unit_info 10, 16, 12



    type Elder Goats
    dictionary Elder_Goats ; Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 8, 1
    mounted_engine armogohma_eye
    mount elder_goat
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 4
    stat_pri 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area, launching, ap
    stat_sec 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, -2, 0, 2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership ordona
    era 0 ordona
    era 1 ordona
    era 2 ordona
    info_pic_dir ordona
    card_pic_dir ordona
    ;unit_info 10, 16, 12


    Edit2:
    There are still other units that need there melee attack fixed though.
    Last edited by Eldren; September 30, 2015 at 05:34 PM.

  7. #7
    DarkInterloper's Avatar Campidoctor
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    Oct 2014
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    I Got Melee To Work!!!
    Well on some of the units that didn't have melee attacks.

    elder_goat, battlecrab3 (the ones with archers on them.), shieldgohma, pincergohma and dodongo. All have melee attacks now.
    But they are all elephent cavalry now. Not horse cavalry.
    Also there are a few bugs that worked there may in. But I think tedster1995 can easily deal with them. After the bugs are killed. Then a rebalance is in order. The Deku Plowers need a rebalance too. Which I fixed in the past the same way as these units I just fixed.

    Edit:
    Here is the work I just did.
    [spoiler=descr_mount]
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type dodongo
    class elephant
    model Mount_Dodongo
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 70.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.38, 0.70
    rider_offset 0.0, 0.38, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    type pincergohma
    class elephant
    model Mount_Pincergohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 60.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type mount_shieldgohma
    class elephant
    model mount_shieldgohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 80.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    type battlecrab3
    class elephant
    model mount_battlecrabsad1
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 40.25
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.45, 0.35
    rider_offset 0.0, 1.1, 0.4

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type elder_goat
    class elephant
    model elder_goat
    radius 3
    x_radius 1.3
    y_offset 0
    height 6
    mass 150
    banner_height 0
    bouyancy_offset 3
    water_trail_effect elephant_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.45, 0.35
    rider_offset 0.0, -10, 0.0

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Spoiler for export_descr_unit

    type Dodongos
    dictionary Dodongos ; greek Firethrower
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 3, 1
    mounted_engine armogohma_eye
    mount dodongo
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 4
    stat_pri 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, metal
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, 0, 2, -2
    stat_mental 9, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 1000, 50, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership goron, saxons, slave
    era 0 goron, saxons, slave
    era 1 goron, saxons, slave
    era 2 goron, saxons, slave
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 10, 16, 12


    type Pincergohma
    dictionary Pincergohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 20, 4, 1
    mounted_engine armogohma_eye
    mount pincergohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 4, 5, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 4, 5, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 4, 4, 0, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 300, 50, 130, 100, 300, 4, 300
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Shield Gohma
    dictionary Shield_Gohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 10, 4, 1
    mounted_engine armogohma_eye
    mount mount_shieldgohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 5, 2, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 5, 2, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 3, 3, 5, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 50, 130, 100, 400, 4, 400
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Archer Battlecrabs
    dictionary Archer_Battlecrabs ; Turkish Horse Archers
    category cavalry
    class missile
    voice_type Light
    banner faction main_none
    banner holy crusade_cavalry
    soldier Mounted_Coral_Archers, 8, 4, 3
    mount battlecrab3
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 2
    stat_pri 8, 1, gerudo_arrow, 80, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 16, 5, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership lanayru
    era 0 lanayru
    era 1 lanayru
    era 2 lanayru
    info_pic_dir lanayru
    card_pic_dir lanayru
    ;unit_info 10, 16, 12



    type Elder Goats
    dictionary Elder_Goats ; Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 3, 1
    mounted_engine armogohma_eye
    mount elder_goat
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 4
    stat_pri 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area, launching, ap
    stat_sec 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, -2, 0, 2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership ordona
    era 0 ordona
    era 1 ordona
    era 2 ordona
    info_pic_dir ordona
    card_pic_dir ordona
    ;unit_info 10, 16, 12


    Edit2:
    There are still other units that need there melee attack fixed though.
    The melee battlecrabs have been cut.

  8. #8

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by DarkInterloper View Post
    The melee battlecrabs have been cut.
    Yes. But the archer battlecrabs are still there. And I just fixed their melee attack. So now they don't just sit there in melee.

  9. #9
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    Yes. But the archer battlecrabs are still there. And I just fixed their melee attack. So now they don't just sit there in melee.
    Was just hoping to save you some time/work. It"ll be nice to actually have those units be useful, though being classified as elephants might lead to wierd and funny results.

  10. #10

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    I Got Melee To Work!!!
    Well on some of the units that didn't have melee attacks.

    elder_goat, battlecrab3 (the ones with archers on them.), shieldgohma, pincergohma and dodongo. All have melee attacks now.
    But they are all elephent cavalry now. Not horse cavalry.
    Also there are a few bugs that worked there may in. But I think tedster1995 can easily deal with them. After the bugs are killed. Then a rebalance is in order. The Deku Plowers need a rebalance too. Which I fixed in the past the same way as these units I just fixed.

    Edit:
    Here is the work I just did.
    Spoiler for descr_mount

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type dodongo
    class elephant
    model Mount_Dodongo
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 70.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.38, 0.70
    rider_offset 0.0, 0.38, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    type pincergohma
    class elephant
    model Mount_Pincergohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 60.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type mount_shieldgohma
    class elephant
    model mount_shieldgohma
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 80.75 ;changed from 4.0 29/4/05
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, -6, 0.70
    rider_offset 0.0, -6, 0.70

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    type battlecrab3
    class elephant
    model mount_battlecrabsad1
    radius 1.8
    x_radius 0.8
    y_offset 0.7
    height 2.5
    mass 40.25
    banner_height 0
    bouyancy_offset 1.8
    water_trail_effect horse_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.45, 0.35
    rider_offset 0.0, 1.1, 0.4

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type elder_goat
    class elephant
    model elder_goat
    radius 3
    x_radius 1.3
    y_offset 0
    height 6
    mass 150
    banner_height 0
    bouyancy_offset 3
    water_trail_effect elephant_water_trail
    root_node_height 1.0
    attack_delay 1
    dead_radius 2.5
    tusk_z 3.0
    tusk_radius 2.0
    riders 2
    rider_offset 0.0, 0.45, 0.35
    rider_offset 0.0, -10, 0.0

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    Spoiler for export_descr_unit

    type Dodongos
    dictionary Dodongos ; greek Firethrower
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 3, 1
    mounted_engine armogohma_eye
    mount dodongo
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 4
    stat_pri 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, metal
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, 0, 2, -2
    stat_mental 9, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 1000, 50, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership goron, saxons, slave
    era 0 goron, saxons, slave
    era 1 goron, saxons, slave
    era 2 goron, saxons, slave
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 10, 16, 12


    type Pincergohma
    dictionary Pincergohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 20, 4, 1
    mounted_engine armogohma_eye
    mount pincergohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 4, 5, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 4, 5, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 4, 4, 0, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 300, 50, 130, 100, 300, 4, 300
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Shield Gohma
    dictionary Shield_Gohma ; Gothic Knights
    category cavalry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade_cavalry
    soldier invisible, 10, 4, 1
    mounted_engine armogohma_eye
    mount mount_shieldgohma
    mount_effect elephant -4, camel -4
    attributes hide_forest, hardy, can_withdraw, can_formed_charge
    formation 3, 5.4, 4, 7, 2, square, wedge
    stat_health 1, 1
    stat_pri 5, 2, no, 0, 0, melee, melee_blade, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 5, 2, no, 0, 0, melee, melee_blade, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 3, 3, 5, flesh
    ;stat_armour_ex 10, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, -2
    stat_mental 3, low, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 50, 130, 100, 400, 4, 400
    armour_ug_levels 0
    ownership gohma
    era 0 gohma
    era 1 gohma
    era 2 gohma
    info_pic_dir gohma
    card_pic_dir gohma
    ;unit_info 13, 0, 15


    type Archer Battlecrabs
    dictionary Archer_Battlecrabs ; Turkish Horse Archers
    category cavalry
    class missile
    voice_type Light
    banner faction main_none
    banner holy crusade_cavalry
    soldier Mounted_Coral_Archers, 8, 4, 3
    mount battlecrab3
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 2
    stat_pri 8, 1, gerudo_arrow, 80, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 16, 5, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership lanayru
    era 0 lanayru
    era 1 lanayru
    era 2 lanayru
    info_pic_dir lanayru
    card_pic_dir lanayru
    ;unit_info 10, 16, 12



    type Elder Goats
    dictionary Elder_Goats ; Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 8, 3, 1
    mounted_engine armogohma_eye
    mount elder_goat
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted
    formation 7, 11, 13,16, 1, square
    stat_health 1, 4
    stat_pri 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area, launching, ap
    stat_sec 28, 16, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 10, 7, 0, flesh
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 15, 7, flesh
    stat_heat 0
    stat_ground 1, -2, 0, 2
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 900, 100, 400, 400, 900, 1, 900
    armour_ug_levels 0
    ownership ordona
    era 0 ordona
    era 1 ordona
    era 2 ordona
    info_pic_dir ordona
    card_pic_dir ordona
    ;unit_info 10, 16, 12


    Edit2:
    There are still other units that need there melee attack fixed though.
    What do you mean when you say bugs? Have your fixes added additional bugs or are they ones that already existed, because if its the later then ill add this fix into the new patch. I'm adding in a fix for the Plowers that someone in here found I can't remember there name right now but I'll give them credit when it's released. And a quick update, I cannot seem to find a fix for the multiple army crashes and until someone in the workshop knows what it is I'm afraid it's stuck . Also I was given a double shift today (8am-10pm) and I'm exhausted so if its okay with everyone I might make the release tomorrow I have that day off
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  11. #11

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    What do you mean when you say bugs? Have your fixes added additional bugs or are they ones that already existed, because if its the later then ill add this fix into the new patch. I'm adding in a fix for the Plowers that someone in here found I can't remember there name right now but I'll give them credit when it's released. And a quick update, I cannot seem to find a fix for the multiple army crashes and until someone in the workshop knows what it is I'm afraid it's stuck . Also I was given a double shift today (8am-10pm) and I'm exhausted so if its okay with everyone I might make the release tomorrow I have that day off
    1) For the archer battlecrabs their rider is in the wrong place or just missing. :/
    2) Some of the units I fixed don't have the right number of troops/mounts.
    That's all the bugs I noticed. So ya, easy fix for you. I just don't know the right codes to put in.

    Besides that. A rebalance as needed. They have AOE attack now. but they are still quite week.
    Edit:
    I think they have AOE attack.But I might be wrong.
    Last edited by Eldren; September 30, 2015 at 05:13 PM.

  12. #12

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Eldren View Post
    1) So ya, easy fix for you. I just don't know the right codes to put in.
    You me both I know absolutely nothing about how units work does anybody know how to fix this
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  13. #13

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    You me both I know absolutely nothing about how units work does anybody know how to fix this
    Well. Another thing I want is for the Stolfos to do some thing on the world map. When they are NPCs. Can you do some thing about that?

  14. #14

    Default Re: Community Patches - Hyrule Total War

    I made some edits to the Fixes I posted above, hopefully that will fix them. But I need some one who knows the origenal stats and is good with balancing. And if they know how to work the descr_mount File and the export_descr_unit file. Even better. As I have said the things that still need to be Done on my fixes are:
    Quote Originally Posted by Eldren View Post
    1) For the archer battlecrabs their rider is in the wrong place or just missing. :/
    2) Some of the units I fixed don't have the right number of troops/mounts.
    That's all the bugs I noticed. So ya, easy fix for you. I just don't know the right codes to put in.

    Besides that. A rebalance as needed. They have AOE attack now. but they are still quite week.
    Edit:
    I think they have AOE attack.But I might be wrong.
    Last edited by Eldren; September 30, 2015 at 05:39 PM.

  15. #15

    Default Re: Community Patches - Hyrule Total War

    Okay ladies and gentlemen here it is after a slight delay Community patch 3.8C is ready for release

    Quick changelog:
    Spoiler Alert, click show to read: 

    • Fixed unlocalised placement text
    • Fixed Onoxs portrait glitch
    • Fixed Maku tree of Horons texture problem
    • Increased the starting economy for Ikana and the Zola so they don't go broke so quickly
    • Gave greater variety to Ikana and Zola starting armies
    • Gave a big increase of traits for every hero, hopefuly they wont all defect the second they move into enemy territory
    • The sheikah now absorb cash when they are in Shadow Stance
    • The Wizzrobe give cash and enter into an alliance with Hyrule if they are given Vigjaro, relations become poor if they refuse
    • Removed empty settlements
    • Changed how the Zola spawn and possibly found a turn 15 fix but not 100% sure
    • Included several new techtrees into the game ill include another list below
    • Implemented @Nuphar's plower fix
    • The recruit general images are now HD for their respective factions as opposed to their old verisons
    • Zant now gets generals intermitted during the campaign like the other factions



    techtree changes:
    Spoiler Alert, click show to read: 

    • Twili and Darknut techtrees are fully implemented, the Gohmas are apart from their armour upgrade buildings, the same with the fairies
    • Farms now give a population boost, Ikanas fissures do the same
    • Many of the barracks such as the Hylian one give their secondary effects
    • Gerudo can build their specialised fortresses
    • Ikana can build the favour of Majora techtree
    • Labrynna can now carry out research
    • Lizalfos can build their altars, but it spilt as opposed to one each
    • The Zola trade supplies now give a trade and population bonus
    • Agents are now recruit able



    known problems
    Spoiler Alert, click show to read: 

    - the new buildings don't currently have their images just a placeholder
    - Zant cannot recruit generals it's just the faded image of the general, like the problem the wizzrobes used to have

    So there you go that's everything in a big nutshell hope you enjoy this new version, to install just place the data folder into the hyrule one and allow it to replace, also there is a file saying ignore, please ignore that it's only there in case Neph doesn't like some of the trait changes I made

    Community Patch 3.8C.rar


    Plans for future patches
    Spoiler Alert, click show to read: 

    • implement Eldrens fixes
    • figure out why Zant can't recruit generals, I think it has something to do with not owning the capital at the start of the campaign
    • Implement the NPC bonus
    • Find the cause of the multiple army crash, I think I may of found it but im not sure

    Last edited by tedster1995; October 01, 2015 at 07:35 AM.
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  16. #16

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Okay ladies and gentlemen here it is after a slight delay Community patch 3.8C is ready for release

    Quick changelog:
    Spoiler Alert, click show to read: 

    • Fixed unlocalised placement text
    • Fixed Onoxs portrait glitch
    • Fixed Maku tree of Horons texture problem
    • Increased the starting economy for Ikana and the Zola so they don't go broke so quickly
    • Gave greater variety to Ikana and Zola starting armies
    • Gave a big increase of traits for every hero, hopefuly they wont all defect the second they move into enemy territory
    • The sheikah now absorb cash when they are in Shadow Stance
    • The Wizzrobe give cash and enter into an alliance with Hyrule if they are given Vigjaro, relations become poor if they refuse
    • Removed empty settlements
    • Changed how the Zola spawn and possibly found a turn 15 fix but not 100% sure
    • Included several new techtrees into the game ill include another list below
    • Implemented @Nuphar's plower fix
    • The recruit general images are now HD for their respective factions as opposed to their old verisons
    • Zant now gets generals intermitted during the campaign like the other factions



    techtree changes:
    Spoiler Alert, click show to read: 

    • Twili and Darknut techtrees are fully implemented, the Gohmas are apart from their armour upgrade buildings, the same with the fairies
    • Farms now give a population boost, Ikanas fissures do the same
    • Many of the barracks such as the Hylian one give their secondary effects
    • Gerudo can build their specialised fortresses
    • Ikana can build the favour of Majora techtree
    • Labrynna can now carry out research
    • Lizalfos can build their altars, but it spilt as opposed to one each
    • The Zola trade supplies now give a trade and population bonus
    • Agents are now recruit able



    known problems
    Spoiler Alert, click show to read: 

    - the new buildings don't currently have their images just a placeholder
    - Zant cannot recruit generals it's just the faded image of the general, like the problem the wizzrobes used to have

    So there you go that's everything in a big nutshell hope you enjoy this new version, to install just place the data folder into the hyrule one and allow it to replace, also there is a file saying ignore, please ignore that it's only there in case Neph doesn't like some of the trait changes I made

    Community Patch 3.8C.rar


    Plans for future patches
    Spoiler Alert, click show to read: 

    • implement Eldrens fixes
    • figure out why Zant can't recruit generals, I think it has something to do with not owning the capital at the start of the campaign
    • Implement the NPC bonus
    • Find the cause of the multiple army crash, I think I may of found it but im not sure

    Great!
    But what is this?
    Removed empty settlements
    Did you literally remove the settlements from the game? Or did you just give them a Garrison?

  17. #17

    Default Re: Community Patches - Hyrule Total War

    Yea they have a garrison now
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  18. #18

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Yea they have a garrison now

  19. #19

    Default Re: Community Patches - Hyrule Total War

    Huzzah and indeed hurrah!
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  20. #20
    SirMark9's Avatar Tiro
    Join Date
    Dec 2013
    Location
    United States
    Posts
    297

    Default Re: Community Patches - Hyrule Total War

    Original post updated with tedster's post with the "3.8c" patch. Your work is much appreciated!
    Hibernation State: Playing Nintendo games and working on personal projects.

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