Originally Posted by
serkan86
Hello, Mr_Nygren, are there any improvements since your last comment, bro?
Thanks
Yes, there are a lot of improvements but they won't be released until i'm finished.
Here are some things that will be in the update:
1. I've replaced the old Aquamarines-model from december of 2013- with the new Aquamarines from april of 2014 -in use in the Great Sea: Total War-demo.The main difference is that it does add a Zora Dominion model to the unit.
2. I've fixed the wrong skin of the Lanayru Mages in use by the Church of Majora- they do now use the proper Majora skin by Neph.
3. The Church of Majora also has the proper skin for the Zora Dominion model in use by the more recent Aquamarines from the Great Sea demo.
4. I've updated Vigjaro on my version of the submod, as the AI had trouble sallying out and using the pathways properly on the older version from 2013.The updated city is the same but with fixed pathways, and a new statue- the statue is of Princess Zelda 1 -replacing the statue of Hylia, makes sense because the Hylians did not remember Hylia.
The fix by Neph of this custom settlement is from 2015. The AI could move well, and sally out well- in the fixed version.
5. I've fixed the issue with the Kakariko village being impossible to siege from the Goron-side. The slope used to be impossible to move on- which caused the Goron army to just stand below it waiting for the defender to sally out. It forced the player into using autoresolve- or leaving the battlefield -ending with a loss.
There are three ways into Kakariko, and the way from the Goron lands used to be blocked by impassable mountainous terrain. It would seem that the mod didn't have a descr_pathfinding-file. I took one from Warcraft: Total War- and it made all the mountainous terrain moveable there.
The issue with units starting on impassable mountainous terrain anywhere on the map- like close tot he Goron Mountains -should also be fixed now.
This fix and others will be available in the next update. I do plan to fix more issues as i've been playing a lot.
6. I've added the much better rolling animation of the new 4.6 SUMOS to the Goron Guardians, Berzerkers and Miners. It doesn't look annoying to the eye anymore and is much more natural.
The new "Rollingbig"-anim worked for all the older units, who are all big like the Sumo.
7. I've fixed the issue with Cia not spawning if the Order of the Wizzrobe faction were under AI control.
They lacked the entry in the script-file for the AI, and she would only spawn when the player played as the Wizzrobes.
Now Cia will spawn as the AI as well.
8. I've added Princess Otaylo of the Tokay to the mod as her own unique model, as the old one were the same in use by the female officer- this new model is the 4.6 version.
Doesn't matter as their roster is a mix of both styles. I did play for about 50 something turns until Labrynna finally killed me off with their tanks. I've improved the units at the start and made them varied.
9. I've added the unique hero-model for Master Vorday of the Zuna.
10. I've fixed the issue with the Darknut custom settlements on the map being the Zuna custom settlement in battle. I didn't know of this issue until i tried a battle.
It is now the proper Darknut custom settlement in all the Darknut regions. The Zuna only have two, just like on the strat-map.
11. The Twili faction under Queen Midna would be destroyed one turn after she has lost all her regions to Prince Zant and fallen herself, no matter how many armies are still standing- you'd get the "Zant offers a surrender"-message and could click yes or no, but at the same turn the message that your faction has been defeated would show-up - forcing you as the player back to the main menu.
This has been fixed, as i did remove the faulthy text killing the Midna-faction off whenever she has lost all her settlements and died herself in battle. Now you will not only be able to say yes or no to Zant's surrender offer - but if you decline you can fight with any units still standing to the death, or if you accept the surrender the new King Zant will get all your remaining troops- and you will be teleported as Imp-Midna to Hyrule with two units of Repentants.
The idea for the player is that he/she should play as Imp-Midna and restore her army by exploring Hyrule and hire mercenaries to fill up her ranks. Then return to the Twilight Realm and defeat King Zant. This still is hard to do due to economy.
12. The script was made so that the AI would ask the other AI to surrender, no matter if Prince Zant or Queen Midna would win, which didn't work for some reason- it just never happened.
I've changed this and enabled the surrender message to show for the player no matter what faction the player is playing as. If you click on "yes" you will surrender the losing faction and all it's remaining heroes/units to the victor - which is Queen Midna nine times out of ten, as Prince Zant has been nerfed back to the old strength.
There is a reason for this nerf as Prince Zant doesn't have any spawning script implemented for the Zanti-faction should he win the war and build the portal. Queen Midna has a script so that when she wins the war you the player will be able to accept or decline the surrender of Prince Zant, if you decline they are all killed, and if you accept the surrender on Prince Zant's behalf- then his forces will join with Midna in the Twilight realm.
When Queen Midna builds the portal to Hyrule King Zant was set to spawn as a part of her faction close to Arbiter Grounds. But for the portal to be buildable the surrender offer must be given and answered- which never happened previously.
13. The Mirror, Mirror historical event, which activates whenever Queen Midna has built the portal to Hyrule from the Twilight Realm - after winning the civil war against Prince Zant when both factions are under AI-control, has now been properly made functional.
Previously the event-message would show up at every turn after the portal had been built, the same is also true for the Twilight Invasion historical event- i fixed this annoying issue by looking at the spawns Neph did for the heroes. I saw that these two events lacked the "terminate monitor"-line making the event show up every turn. Fortunately it has been fixed so it will only show once.
One turn after this event we will have the "Twilight Invasion" event.
14. I've managed to make the Twilight Invasion historical event fully functional. I spent all my awaken time since dinner on sunday working on getting this script and the connected events fully functional in the mod. I had some issues:
1. Event message came multiple times - solution was the "terminate monitior"-line.
2. Armies going through the portal refused to move, or did move to the region closest to the water opposite the Twilight Realm - where they'd get stuck because they can't move to the Twilight realm by land.
Solution:
I tried to give the spawning invading forces targets like the Arbiter Grounds-settlement, it stated they should "maintain siege" etc- but the armies would simply end the siege and move the forces to the water area opposite the Twilight Realm on the map. There seemed to be no way to make the invading Twili armies actually take and hold a settlement. In other words it seemed like it didn't work.
Looking at the River Zora they had a similar issue, they would take one region and then abandon the siege of all the other besieged settlements to move all their units to the one region that they've managed to conquer (Joogal). There they would fight to the last, and try to expand- this led me to believe that if the Twilight faction already has areas on the map they would always try to go there, but if they did not have land -then they would take one settlement and then try to keep it to the death.
As such the solution was to make King Zant, Lady Middee and the other spawned invasion armies not belong to Queen Midna, but to the vanquished Zant-faction. The Zant-faction had no settlements anymore, so they would take the settlement besieged unless the defender were too strong (Darknut Legion) and then fight to the death. If the defender managed to beat the besieging armies they would end up stuck and not do anything for the rest of the campaign. As such i made sure they could win their siege-battle. After this they will defend to the last man.
15. We have all the Forces of the Twilight-related scripts working properly in the mod now.
1. Surrender offer.
2. Mirror, Mirror.
3. Twilight Invasion.
4. Midna's Return - Yes, i've made sure hat the script works when Imp-Midna returns after 50 turns or so from the date of her banishment from the Twilight Realm.
And btw, i've learnt how to add any unit as a general through the script- which is why i have spent the night adding all the extra heroes of the "Forces of the Twilight" as generals.
Zant-faction as the player- Will spawn Olg at the first turn as a general (coding from Tedster's old submod helped), and will spawn Argorok the Dragon together with Dark Onox (the first wasn't implemented before anywhere).
Midna-faction as the player- Una the Brave is now a general, coding from Tedster's submod helped with making the process faster.
Zant-faction as the AI when Midna is also an AI-faction- Olg, Argorok, Middee and Dark Onox are now spawning as invasion armies together with Validna and King zant himself- six huge armies will invade a historical settlement randomly between turn 24-40. The settlement will fall- you'll have to take it back. Where it is is a surprise.
I'm planing on adding the rest of the heroes as generals. I've added Link and Fi already.
16. Armored Moblin Grunts added as a new heavy infantry unit for the Moblins!
I've removed three heroes from the custom battles, and added the first out of three new units to the mod.
The first one is based on the officer (not a general nor a captain) "moblin3" which seems to be a left-over model never used peviously as it's own unit in the mod.
It's Moblin Grunts but with heavy armor and using clubs instead of spears.
17. I've fixed the Nal Ordona custom settlement, and units invading will now use the bridges if they come from the south or from the east- they won't be able to walk over the body of water anymore!
A defender may use the bridges to flank an invader and shoot them from behind with arrow fire. It happened during my playtest. The Ordona Rebels would send their Farmer Archers over the bridge, and attack the invading forces from behind as they were crossing the second bridge.
There is also the third front from the main entrance of the city. A defender might have to defend on three fronts.
18. I've made all the Great Sea: Total War units become available only after Princess Zelda V (5) spawns through the event.
19. Two campaigns, one sandbox campaign in which all the heroes have been made to spawn earlier - and one story-campaign with Neph's old numbers for when heroes and armies will spawn.
- The Story-Campaign is going to have forced diplomacy for factions that should be allied, and the alliance is going to be enforced each new turn- meaning you cannot fight a war against your allies for more than one turn without finding yourself an ally of the faction the next turn.
- The Sandbox campaign is going to have free alliances meaning you start allied to the factions you should be allied to, but will be free to declare war on anyone, ally anyone, or betray anyone of your choice.
The Story-Campaign will have additional heroes such as Human Akazoo spawning.
20. All the heroes with the exception of the mercenaries Malon and Ashei, are now the generals- you'll have Link, Fi, Ghirahim, Majora, Majora-Zelda III and any other beast, hero or giant as proper generals.
- The generals will spawn during certain events, or when certain goals are completed in the mod. Unfortunately it is impossible to add new events to this version of Hyrule as far as i know- because the text-file is dated 2012, while the other file is dated 2014 -and any change in any of those and the River Zora invasion script will crash at every turn. This also did prevent me from changing the settlement names of certain settlements, because i cannot do any edit of the "settlements and regions"-file, nor the "historical events"-file - without the Zola script starting to CTD.
But expect many heroes to spawn together with the other heroes- such as Ganondorf spawning together with Dakkon, Princess Zelda III spawning together with General Kazakk (and General Akazoo in the story campaign), Zelda V together with Tetra etc.
And as for other stuff i've also added things like conquering a certain settlement in order to get a certain hero. The Stalfos will as an example get Deadhand and Dethl as generals if they take Kakariko, and the Gohma will get Sulkaris's old form if they conquer the Forest Meadow Temple and if Saria of the Kokiri is dead as an example. Ordona will get Tsume if they conquer Timberfell.
21. The Lizalfos and the River Zora has been vastly improved.
- River Zora is starting with the region "Fort of Wings" and will hence have the Storm Zora from the start including their hero Mahxai.
- The Lizalfos are starting with the Korkuloki settlement and will have the Volvagians from 4.6 available from there from the start- they did also get two new heroes- Trinexx, Lord of Turtle Rock, and Vyorsoth, Mother of Tyrants.
I did also add the small worm-creature as a new unit to the Lizalfos, as i had been inspired by Neph's new roster. The Rope-creature is pretty much the same creature but green instead of red.
The Gerudo and the Lizalfos both have access to the old Volvagians from their capitals as well. Previously the unit were not in the recruitment!
22. I had forgotten to add all the Gohma factional units to the campaign in the recruitment- the Gohma now can recruit Juveniles, Adolescents, Viridgohma and the Trap Door Gohma.
23. I've changed certain rebel garrisons and made them stronger- including re-adding the Deku Monkeys in Turongo.
24. The Wild Life now has only Dodongo's in the Dodongo's Cavern- Vyorsoth and Trinexx are now in the Lizalfos faction. You'll also get King Dodongo as the Gorons if you conquer Dodongo's Cavern- as a general.
25. Stalfos now has Goobalwee from the start instead of Turongo, and all their armies have the increased strength of their original spawn. The game would CTD if i tried to spawn many Stalfos armies, so i had to make them available as garrisons from the start- they are much stronger.
26. The Gorons can no longer recruit the Volvagians because they are enemies.
Edit:
27. Horon, Tokay, Subrosian, Huskus and the Zuna can now recruit any and all mercenaies and regionals in the mod. This will make the minor factions funnier to play as.
28. I've added uncursed Ikana as an extra settlement to the Ikanian fort, and i did add the Shadow Temple (Stalfos Capital) as a fort close to Kakariko.
29. Makayane is kind enough to help me with a custom settlement, and she has been working on it for almost three weekends now. It's looking great i have to say!
While Undying Nephalim created the city and it's textures, it still were completely unplayable- armies on the ground couldn't move to the city, and armies in the city's plaza couldn't move at all- this weren't solved by fixing the pathways neither. Makayane had to do a lot of work to make it work and the last i heard she had done great progress on making it playable.
It will be all thanks to her if the settlement will show up in the submod as the Capital of the Oocca- the Sky City.