I have been improving one of Undying Nephalim's older releases of Hyrule Total War - namely the 3.8 version released at the end of 2014 and the final version with all the old faction rosters. The mod will have custom strat-map cities/agents, custom battle-map settlements, new resources on the map, new factions such as Majora and the Oocca, new units for most older factions and the minor factions especially, new animations, new 2d-art. Majora will use unused reskins for the Zora, Kokiri, Gorons and Hylians made by the Undying Nephalim, while also using new re-skins made by Codeman over at the Hyrule Conquest Discord for the rest of the intended factions that Neph intended for Majora to use - and this submod aims to bring you the most finished Hyrule Total War yet - using the older models because i think some of them were better but not all.

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Report RSS Midna and Zant has different units under ERA 0. (view original)
Midna and Zant has different units under ERA 0.
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Description

I've remade the way units are used in the custom battle ERA-system.

Era 0 (Disabled) - The original roster plus any bodyguards/4.6 units implemented to the faction or found in the files.

ERA 1 (No Heoes) - Same as above but with all the mercenaries available- still no Heroes or Great Sea units.

ERA 2 (No Mercs) - The entire rosters including heroes (if they haven't been removed to open up slots for units in the campaign) and Great Sea Total War Expansion units -but no mercs.

All (Enabled) - Every unit available to the faction. This option will cause a crash for the majora faction because it has over 200 units.

Especially the factions with Great Sea-units have been affected, and the Minor Factions now will have their own units in all eras.

I had to revert certain files because the Sheikah would crash on turn 3 with the new historical events-file when playing as them, but not when the AI did. Everyone else seemed to work fine.

I've decided to upload an update of the released version that aims to bring stability and additional features to the mod. Then after the release i will experiment with the historical events and attempt to remove the Sheikah-crash - i might need to replace their entire script in the descr_scripts-file.

As such i decided on two possible releases, instead of risking the work i've already done. I don't want to risk having an unplayable version so it's betetr to release first and try new stuff later.

Now i just need to add the Great Sea units previewed earlier- already done with the Red Lions. Ikanian heroes can be turned back into alive versions btw. And their units have armour upgrades set-up like this for now:

Drafted, Ikana-Civilian, Drafted, Ikana-Civilian. So when you upgrade their armor they'll turn into their alive forms and then back to undead, after which they once again become alive.

In the second release if i get to that, i will instead try a script with options.

Zant and Midna now has different units under ERA 0.