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Thread: Community Patches - Hyrule Total War

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  1. #1

    Default Re: Community Patches - Hyrule Total War

    Is Darknut movement bugged? All units of Darknuts above initiate literally cannot walk more than a few feet without getting exhausted. Like not even trying to get them to run, just trying to get them to cross the field to begin the fight. Does making them walk cost stamina like running would? If so thats bananas; being not only not able to run but essentially not able to walk to engage their foes is way to much.

  2. #2

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by PerfectJayDread View Post
    Is Darknut movement bugged? All units of Darknuts above initiate literally cannot walk more than a few feet without getting exhausted. Like not even trying to get them to run, just trying to get them to cross the field to begin the fight. Does making them walk cost stamina like running would? If so thats bananas; being not only not able to run but essentially not able to walk to engage their foes is way to much.
    You sure you didn't have them running? Because their run speed and their walk speed are the same.

  3. #3

    Default Re: Community Patches - Hyrule Total War

    Positive that I don't have them running lol. Almost finished with the entire domination campaign and I've been paying close attention to how they have been performing. Even Deities, the ultimate unit the Darknuts can get, can only walk for a short while before becoming exhausted. With their stamina the way it is now it essentially makes it so the Darknuts cant use their entire mainline for any offensive battles. The AI always tries to stay back, since it has ranged units and I dont, or deploys at the rear of the map. So what this means is that you now have to rely REALLY heavily on Fokka and Mazura, and kinda defeats the entire reason to play the Darknuts in the first place. This isn't even touching on how there's little to no point on developing their tech beyond masters due to all other types being inefficient and incredibly difficult to produce.

  4. #4

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by PerfectJayDread View Post
    Positive that I don't have them running lol. Almost finished with the entire domination campaign and I've been paying close attention to how they have been performing. Even Deities, the ultimate unit the Darknuts can get, can only walk for a short while before becoming exhausted. With their stamina the way it is now it essentially makes it so the Darknuts cant use their entire mainline for any offensive battles. The AI always tries to stay back, since it has ranged units and I dont, or deploys at the rear of the map. So what this means is that you now have to rely REALLY heavily on Fokka and Mazura, and kinda defeats the entire reason to play the Darknuts in the first place. This isn't even touching on how there's little to no point on developing their tech beyond masters due to all other types being inefficient and incredibly difficult to produce.
    The Darknuts have a building that allows them to train several types of ranged units. But it should change each turn. Some thing I think called the Foreign Quarters.
    And they can get bilistas from their Dishonered building if you lose enough battles.

  5. #5

    Default Re: Community Patches - Hyrule Total War

    Zuna Crossbowman are the only ranged unit that can be purchased to my knowdlege besides the zuna pyramids that can be recruited while on the move. And the dishonored ballista is certainly impressive, but neither are really suitable for grand scale. The inability to recruit the zuna every turn, and with their availability seemingly being random, makes it hard to keep them in good supply when they drop like flies. They have ZERO suitability, and are often outranged by enemy ranged units like the simple Gerudo dune archer. So now you have an unreliably available unit that has an OK-ish range but that is incapable of trading fire with any other ranged unit in the game. Then you get to the ballista which really isn't suitable for a dedicated main line ranged unit. It may get two kills a shot? Three on average with a max of maybe five? Assuming the AI doesn't immediately go into spread formation; which it always does. So now you're getting max two kills per shot. even if you have FIVE of these you would only inflict light casualties. Combine this with its incredibly slow movement speed and, again, medium range it has to trudge around at a glacial pace and is largely ineffective when it is not in a defending position. I understand what was they're trying to go for with the Darknuts as a faction, but its just not translating well at all. The Gerudo are all light infantry and archers and light cav, and with only a few horse archer units and a few mounted marauder units they are fully capable of handling anything and everything the DKs can throw at them. Fokka typically melt when going against competent melee units, like the Gerudo mounded maruaders, and the DK's are incapable of the whole moving thing. Zuna would get reaped like fresh wheat to the mounted archers and the mazura simply dont have the weight to take on the mounted marauders or the armor to withstand chasing down the mounted archers. This isn't to say that the Gerudo are OP; not at all. In fact I find them INCREDIBLY well balanced with the exception of their laughably under powered iron knuckles and bronze knuckles; its just to show that even a moderate army from most other factions can very easily handle an entire fully loaded DK stack with mazura and fokka and DK's and zuna crossbow because 90% of the DK power can never effectively be brought to bear.

  6. #6

    Default Re: Community Patches - Hyrule Total War

    "They have ZERO durability*," not "suitability"
    "I understand what it* was," not "what was"

    my apologies. Which I could edit comments.

  7. #7

    Default Re: Community Patches - Hyrule Total War

    The Darknuts specializes in taking and holding Settlements. Maybe you should focus more on that.

  8. #8

    Default Re: Community Patches - Hyrule Total War

    The unit size bug for the units has been fixed. The crab archers still have there rider. And in the right place. But the rider is invisible for some reason. My guess would be because it's now a elephant and not a horse unit. So Neph will have to take a look at it. But the rider still shoots his arrows. And the Crab archers now have melee.

    The twilite Spiders are already working with a melee attack. Can't remember if I or some one else fixed it in the past.

    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, 14, 7, 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, 32, 16, 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, 16, 8, 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, 14, 7, 1
    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, 14, 7, 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


    On another not.
    WHO UP THE "mdb" FILE?
    I can't Fix the Stalhounds or Shepherd Flock's Missing melee attack if the File doesn't have them listed. The hole code system of that file is completely different from the last time I worked with it. Which was the last version of HTW.

    No wonder the "Kingdom of the Golden Land" Mod is having trouble being compatable with the newest version of HTW.
    With Complete Code System Changes of needed files. We are banging our heads agains the wall.

    Why was it changed in the first place?
    ---------------------

    So if any one knows how to work the "mdb" FILE.
    If you wanted the Stalhounds or Shepherd Flock to have a melee attack. You need to change there animation to the Deku Battle_Scrubs. I know it will look wonky. But they will have a melee attack finaly. And they will have a similar speed to what they are suppost to have. Neph can Fix the wonkyness of them later. Or when he gets around to it.



    ---------------------

    Lastly. the Rotting Scrubs have an out dated attack animation where they hardly shoot any nuts/seeds/stones. So they need to have the animations and perjectile of the Bombardiers. But do not change them to the Battle_Scrubs. The Rotting Scrubs are suppost to be able to shoot over their allies. But the Battle_Scrubs animation or perjectile can't do that. So we need to use the Bombardiers animations and perjectile.
    Last edited by Eldren; October 10, 2015 at 02:17 PM.

  9. #9
    TheHylianJuggalo's Avatar Senator
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    Default Re: Community Patches - Hyrule Total War

    I told you guys that the units weren't OP - it was the economy that was pain in the balls. If you look back at my LPs, you can see me struggling to survive as my cash floats into the red every turn. Simply splitting up my units and making it more expensive makes my situation worse than Greece.

    Then there's the fact that Nuun, the only damn down in Labrynna's borders that has a decent economy, has such high religious unrest that no amount of starting garrison will take care of the inevitable riots. Throw in the aggression from the fairies, and the fact that if you lose the town to revolt, the fairies TAKE IT OVER, and you're boned from square one due to you're neighbor's hyper aggression. Everyone Northbound will pick a fight with you once you absorb Subrosia. The only free spaces to take are the Ikanian wastelands, then, but, well, they're wastelands, and apparently Ordona really likes an area with no healthy soil (despite the fact that their economy IS farming), because they come bomb my ass the moment I take it over.


    Just an issue to address before we start our hotseat. Please?
    Last edited by TheHylianJuggalo; October 10, 2015 at 02:15 PM.
    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

  10. #10
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by TheHylianJuggalo View Post
    I told you guys that the units weren't OP - it was the economy that was pain in the balls. If you look back at my LPs, you can see me struggling to survive as my cash floats into the red every turn. Simply splitting up my units and making it more expensive makes my situation worse than Greece.

    Then there's the fact that Nuun, the only damn down in Labrynna's borders that has a decent economy, has such high religious unrest that no amount of starting garrison will take care of the inevitable riots. Throw in the aggression from the fairies, and the fact that if you lose the town to revolt, the fairies TAKE IT OVER, and you're boned from square one due to you're neighbor's hyper aggression. Everyone Northbound will pick a fight with you once you absorb Subrosia. The only free spaces to take are the Ikanian wastelands, then, but, well, they're wastelands, and apparently Ordona really likes an area with no healthy soil (despite the fact that their economy IS farming), because they come bomb my ass the moment I take it over.


    Just an issue to address before we start our hotseat. Please?
    Labrynna's whole starting setup is unintentionally rigged against them- their own capital and culturally Labrynnian towns are goddess ack./deity worship when they should be atheist, leading to massive religios unrest. Also, all Holodrum settlements, as well as Nuun, are marked as being founded by the Fairies, which might be why they join them upon revolting.

    As for Ordona, hopefully a more active Ikana, the possible addition of the Storm Zora, and less pathetic Lizalfos will put a dent in their infamous southern dominance.
    Balres Resdak, Balres Nofok.

  11. #11

    Default Re: Community Patches - Hyrule Total War

    I highly doubt that changes to other factions will curb the problem of Ordona. It's not an issue of competition so much as it is a problem of their economy being stupidly overpowered. They can field as many troops as they want, because no matter how many they train, their economy can pay for it.

    Labrynna's problem is three-fold. Problem one is that their economy is truly atrocious, which really needs looked at. Problem two is the Zoras, as I mentioned earlier, and, as you've both mentioned, the Fairies...who have basically the same issue as Ordona. If they're not eliminated early, they're an unstoppable juggernaut with infinite armies. That said, they fold the moment they get hit by cavalry (unless they have Beam Golems) so it's probably a good idea to just swarm them the moment you absorb Subrosia and Horon. You'll probably need both, but the troops you get out of it was enough for me to take down the Fairies very early. And then, yeah, religious unrest. They direly need some way of converting people to Atheism.

    In fact, IMO every faction really needs to have priests available, possibly with a higher rate of conversion in place across the board as well. It shouldn't take one hundred turns to go from 0% to 75%, but that's what I saw playing Ordona. I went into the game files to chop down regular unrest majorly, so I'm feeling the problem less, but I don't know how I'd manage without having done so. The unrest problems in this mod are insanely high.

  12. #12
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    Yeah, I hit a massive momentum loss with the Fairies, and of all factions, the Deku Scrubs. For some reason the scrubs almost always win autoresolve, even when outnumbered 20: 1. The same issue is present with ranged siege bosses like the Gohma Matriarch and Tarm. Not fun in hotseats with autoresolve only...
    Balres Resdak, Balres Nofok.

  13. #13
    DarkInterloper's Avatar Campidoctor
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    Default Re: Community Patches - Hyrule Total War

    Perhaps Labrynna could be given a giant mining income bonus or something to represent their industrialization- they should really be the richest faction, not Ordona, given their centuries of peaceful development.
    Balres Resdak, Balres Nofok.

  14. #14

    Default Re: Community Patches - Hyrule Total War

    I'm sure most of you will know tat because of how this game works you cannot have a building give a bonus and have another that requires a specific building, well that problem is what the factory has :/, so I gave it a trade income boost so it does something at least
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  15. #15

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    I'm sure most of you will know tat because of how this game works you cannot have a building give a bonus and have another that requires a specific building, well that problem is what the factory has :/, so I gave it a trade income boost so it does something at least
    I think that only apply for units
    i just did test this code and it appears to be working
    Spoiler Alert, click show to read: 
    building hinterland_mines
    {
    convert_to hinterland_castle_mines
    levels mines mines+1
    {
    mines city requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, darknutish, mesoamerican,} and building_present_min_level hinterland_issettlement issettlement_1 and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    recruit_pool "Goron Miners" 1 0.2 2 0 requires factions { goron, }
    mine_resource 2
    mine_resource 3 requires building_present_min_level uniquelabrynna factory
    }
    material wooden
    construction 2
    cost 2000
    settlement_min village
    upgrades
    {
    mines+1
    }
    }
    mines+1 city requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, darknutish, mesoamerican,} and building_present_min_level hinterland_issettlement issettlement_2 and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    recruit_pool "Goron Miners" 1 0.2 2 0 requires factions { goron, }
    mine_resource 4
    mine_resource 6 requires building_present_min_level uniquelabrynna factory
    }
    material wooden
    construction 3
    cost 3500
    settlement_min village
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_mines
    {
    convert_to hinterland_mines
    levels c_mines c_mines+1
    {
    c_mines castle requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, darknutish, mesoamerican,} and building_present_min_level hinterland_issettlement issettlement_1 and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    recruit_pool "Goron Miners" 1 0.2 2 0 requires factions { goron, }
    mine_resource 2
    mine_resource 3 requires building_present_min_level uniquelabrynna factory
    }
    material wooden
    construction 2
    cost 2000
    settlement_min village
    upgrades
    {
    c_mines+1
    }
    }
    c_mines+1 castle requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, darknutish, mesoamerican,} and building_present_min_level hinterland_issettlement issettlement_2 and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    recruit_pool "Goron Miners" 1 0.2 2 0 requires factions { goron, }
    mine_resource 4
    mine_resource 6 requires building_present_min_level uniquelabrynna factory
    }
    material wooden
    construction 3
    cost 3500
    settlement_min village
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }


    Or you could tie it to just the faction
    capability
    {
    recruit_pool "Goron Miners" 1 0.2 2 0 requires factions { goron, }
    mine_resource 4
    mine_resource 6 requires factions { labrynna, }
    }

  16. #16

    Default Re: Community Patches - Hyrule Total War

    Ohhh fantastic news @Geblide do you know how the construction bonus works?
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  17. #17

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Ohhh fantastic news @Geblide do you know how the construction bonus works?
    Take a look at this:
    http://www.twcenter.net/wiki/Export_...ngs.txt_-_M2TW
    Note:
    construction_cost_bonus_wooden
    construction_cost_bonus_stone
    construction_time_bonus_wooden
    construction_time_bonus_stone
    I do not know if these things work, also there are written wrong in the edb
    Spoiler Alert, click show to read: 
    11:29:27.634 [script.err] [error] Script Error in mods/HyruleA/data/export_descr_buildings.txt, at line 1726, column 17
    Invalid capability specifier: construction_cost_bonus_wood

    A nd the there is
    construction_time_bonus_other that bonus works i did ad it to the corebulding if the Tokay did join a faction
    Spoiler Alert, click show to read: 
    construction_time_bonus_other 40 requires factions { hylian, } and event_counter tokay_joined_hylian 1
    construction_time_bonus_other 40 requires factions { gerudo, } and event_counter tokay_joined_gerudo 1
    construction_time_bonus_other 40 requires factions { goron, } and event_counter tokay_joined_goron 1
    construction_time_bonus_other 40 requires factions { zora, } and event_counter tokay_joined_zora 1
    construction_time_bonus_other 40 requires factions { kokiri, } and event_counter tokay_joined_kokiri 1
    construction_time_bonus_other 40 requires factions { gohma, } and event_counter tokay_joined_gohma 1
    construction_time_bonus_other 40 requires factions { ordona, } and event_counter tokay_joined_ordona 1
    construction_time_bonus_other 40 requires factions { lanayru, } and event_counter tokay_joined_lanayru 1
    construction_time_bonus_other 40 requires factions { deku, } and event_counter tokay_joined_deku 1
    construction_time_bonus_other 40 requires factions { moblin, } and event_counter tokay_joined_moblin 1
    construction_time_bonus_other 40 requires factions { darknut, } and event_counter tokay_joined_darknut 1
    construction_time_bonus_other 40 requires factions { lizalfos, } and event_counter tokay_joined_lizalfos 1
    construction_time_bonus_other 40 requires factions { labrynna, } and event_counter tokay_joined_labrynna 1
    construction_time_bonus_other 40 requires factions { fairy, } and event_counter tokay_joined_fairy 1
    construction_time_bonus_other 40 requires factions { stalfos, } and event_counter tokay_joined_stalfos 1
    construction_time_bonus_other 40 requires factions { sheikah, } and event_counter tokay_joined_sheikah 1
    construction_time_bonus_other 40 requires factions { ikana, } and event_counter tokay_joined_ikana 1
    construction_time_bonus_other 40 requires factions { twili, } and event_counter tokay_joined_twili 1
    construction_time_bonus_other 40 requires factions { wizzrobe, } and event_counter tokay_joined_wizzrobe 1
    construction_time_bonus_other 40 requires factions { zola, } and event_counter tokay_joined_zola 1
    construction_time_bonus_other 40 requires factions { zanti, } and event_counter tokay_joined_zanti 1

    And construction_cost_bonus_other also works
    i did replace the bonus of the factory with it
    Hope that helps

  18. #18

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by Gebilde View Post
    Take a look at this:
    http://www.twcenter.net/wiki/Export_...ngs.txt_-_M2TW
    Note:
    construction_cost_bonus_wooden
    construction_cost_bonus_stone
    construction_time_bonus_wooden
    construction_time_bonus_stone
    I do not know if these things work, also there are written wrong in the edb
    Spoiler Alert, click show to read: 
    11:29:27.634 [script.err] [error] Script Error in mods/HyruleA/data/export_descr_buildings.txt, at line 1726, column 17
    Invalid capability specifier: construction_cost_bonus_wood

    A nd the there is
    construction_time_bonus_other that bonus works i did ad it to the corebulding if the Tokay did join a faction
    Spoiler Alert, click show to read: 
    construction_time_bonus_other 40 requires factions { hylian, } and event_counter tokay_joined_hylian 1
    construction_time_bonus_other 40 requires factions { gerudo, } and event_counter tokay_joined_gerudo 1
    construction_time_bonus_other 40 requires factions { goron, } and event_counter tokay_joined_goron 1
    construction_time_bonus_other 40 requires factions { zora, } and event_counter tokay_joined_zora 1
    construction_time_bonus_other 40 requires factions { kokiri, } and event_counter tokay_joined_kokiri 1
    construction_time_bonus_other 40 requires factions { gohma, } and event_counter tokay_joined_gohma 1
    construction_time_bonus_other 40 requires factions { ordona, } and event_counter tokay_joined_ordona 1
    construction_time_bonus_other 40 requires factions { lanayru, } and event_counter tokay_joined_lanayru 1
    construction_time_bonus_other 40 requires factions { deku, } and event_counter tokay_joined_deku 1
    construction_time_bonus_other 40 requires factions { moblin, } and event_counter tokay_joined_moblin 1
    construction_time_bonus_other 40 requires factions { darknut, } and event_counter tokay_joined_darknut 1
    construction_time_bonus_other 40 requires factions { lizalfos, } and event_counter tokay_joined_lizalfos 1
    construction_time_bonus_other 40 requires factions { labrynna, } and event_counter tokay_joined_labrynna 1
    construction_time_bonus_other 40 requires factions { fairy, } and event_counter tokay_joined_fairy 1
    construction_time_bonus_other 40 requires factions { stalfos, } and event_counter tokay_joined_stalfos 1
    construction_time_bonus_other 40 requires factions { sheikah, } and event_counter tokay_joined_sheikah 1
    construction_time_bonus_other 40 requires factions { ikana, } and event_counter tokay_joined_ikana 1
    construction_time_bonus_other 40 requires factions { twili, } and event_counter tokay_joined_twili 1
    construction_time_bonus_other 40 requires factions { wizzrobe, } and event_counter tokay_joined_wizzrobe 1
    construction_time_bonus_other 40 requires factions { zola, } and event_counter tokay_joined_zola 1
    construction_time_bonus_other 40 requires factions { zanti, } and event_counter tokay_joined_zanti 1

    And construction_cost_bonus_other also works
    i did replace the bonus of the factory with it
    Hope that helps
    Thank you soooo much your a life saver the factory shall finally work
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

  19. #19

    Default Re: Community Patches - Hyrule Total War

    Quote Originally Posted by tedster1995 View Post
    Thank you soooo much your a life saver the factory shall finally work
    No need to thank me
    Its great that you continiued the C.P.
    Bonus if UN ever ads back the Towers that how the Huskus bonus could work:
    Spoiler Alert, click show to read: 
    building tower
    {
    convert_to castle_tower
    levels ballista_towers cannon_towers
    {
    ballista_towers city requires factions { saxons, }
    {
    convert_to 0
    capability
    {
    tower_level 2
    }
    material stone
    construction 3
    cost 3200
    settlement_min village
    upgrades
    {
    cannon_towers requires factions { hylian, } and event_counter huskus_joined_hylian 1
    cannon_towers requires factions { gerudo, } and event_counter huskus_joined_gerudo 1
    cannon_towers requires factions { goron, } and event_counter huskus_joined_goron 1
    cannon_towers requires factions { zora, } and event_counter huskus_joined_zora 1
    cannon_towers requires factions { kokiri, } and event_counter huskus_joined_kokiri 1
    cannon_towers requires factions { gohma, } and event_counter huskus_joined_gohma 1
    cannon_towers requires factions { ordona, } and event_counter huskus_joined_ordona 1
    cannon_towers requires factions { lanayru, } and event_counter huskus_joined_lanayru 1
    cannon_towers requires factions { deku, } and event_counter huskus_joined_deku 1
    cannon_towers requires factions { moblin, } and event_counter huskus_joined_moblin 1
    cannon_towers requires factions { darknut, } and event_counter huskus_joined_darknut 1
    cannon_towers requires factions { lizalfos, } and event_counter huskus_joined_lizalfos 1
    cannon_towers requires factions { labrynna, } and event_counter huskus_joined_labrynna 1
    cannon_towers requires factions { fairy, } and event_counter huskus_joined_fairy 1
    cannon_towers requires factions { stalfos, } and event_counter huskus_joined_stalfos 1
    cannon_towers requires factions { sheikah, } and event_counter huskus_joined_sheikah 1
    cannon_towers requires factions { ikana, } and event_counter huskus_joined_ikana 1
    cannon_towers requires factions { twili, } and event_counter huskus_joined_twili 1
    cannon_towers requires factions { wizzrobe, } and event_counter huskus_joined_wizzrobe 1
    cannon_towers requires factions { zola, } and event_counter huskus_joined_zola 1
    cannon_towers requires factions { zanti, } and event_counter huskus_joined_zanti 1
    }
    }
    cannon_towers city requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, }
    {
    convert_to 1
    capability
    {
    tower_level 3
    }
    material stone
    construction 4
    cost 6400
    settlement_min village
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building castle_tower
    {
    convert_to tower
    levels c_ballista_towers c_cannon_towers
    {
    c_ballista_towers castle requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, }
    {
    convert_to 0
    capability
    {
    tower_level 2
    }
    material stone
    construction 3
    cost 3200
    settlement_min large_city
    upgrades
    {
    c_cannon_towers requires factions { hylian, } and event_counter huskus_joined_hylian 1
    c_cannon_towers requires factions { gerudo, } and event_counter huskus_joined_gerudo 1
    c_cannon_towers requires factions { goron, } and event_counter huskus_joined_goron 1
    c_cannon_towers requires factions { zora, } and event_counter huskus_joined_zora 1
    c_cannon_towers requires factions { kokiri, } and event_counter huskus_joined_kokiri 1
    c_cannon_towers requires factions { gohma, } and event_counter huskus_joined_gohma 1
    c_cannon_towers requires factions { ordona, } and event_counter huskus_joined_ordona 1
    c_cannon_towers requires factions { lanayru, } and event_counter huskus_joined_lanayru 1
    c_cannon_towers requires factions { deku, } and event_counter huskus_joined_deku 1
    c_cannon_towers requires factions { moblin, } and event_counter huskus_joined_moblin 1
    c_cannon_towers requires factions { darknut, } and event_counter huskus_joined_darknut 1
    c_cannon_towers requires factions { lizalfos, } and event_counter huskus_joined_lizalfos 1
    c_cannon_towers requires factions { labrynna, } and event_counter huskus_joined_labrynna 1
    c_cannon_towers requires factions { fairy, } and event_counter huskus_joined_fairy 1
    c_cannon_towers requires factions { stalfos, } and event_counter huskus_joined_stalfos 1
    c_cannon_towers requires factions { sheikah, } and event_counter huskus_joined_sheikah 1
    c_cannon_towers requires factions { ikana, } and event_counter huskus_joined_ikana 1
    c_cannon_towers requires factions { twili, } and event_counter huskus_joined_twili 1
    c_cannon_towers requires factions { wizzrobe, } and event_counter huskus_joined_wizzrobe 1
    c_cannon_towers requires factions { zola, } and event_counter huskus_joined_zola 1
    c_cannon_towers requires factions { zanti, } and event_counter huskus_joined_zanti 1
    }
    }
    c_cannon_towers castle requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, }
    {
    convert_to 1
    capability
    {
    tower_level 3
    }
    material stone
    construction 4
    cost 6400
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

  20. #20
    TheHylianJuggalo's Avatar Senator
    Join Date
    Oct 2012
    Location
    The Dark Carnival
    Posts
    1,102

    Default Re: Community Patches - Hyrule Total War

    So, Ted, I was prepping the hotseat, and, in addition to the craptastic economy, and lengthy techtree wait times, I'm rewarded with...

    Absolutely nothing.

    Off the bat, I'm given the ability to produce a tech depot from Lynna - two turns, I get nothing. That's fine, though, the tech depot builds nothing.

    Build R&D, another 2 turns - nothing.

    Build a gunnery range - 2 turns - nothing.

    research gunpowder - 2 turns - nothing.

    swap out gunpowder and the gunnery range for hydraulics and a garage - 2 turns to redo the tech depot, 2 to redo R&D, 4 more to build both the garage and do the research - nothing. No combination of ANY of these six structures do anything for me.
    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

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