What an amazing mod! I have been playing Medieval 2 and its mods since 2009 and recently got back into it. I downloaded Elder Scrolls just to give it a quick try and was quickly blown away by the quality. I am now 48 turns in. I chose the orcs because I liked their underdog status and starting position.
- I conquered the rebels at Heldorn and Dragonstar before another faction could get there.
- I allied with hammerfell and the nords so that my right and bottom borders would be secure.
- Waycrest declared war on me so I took two of their settlements to the left.
- Now I am consolidating my gains while slowly building an army at the isolated settlement up north so that it can start expanding.
- I would normally try to expand faster but it takes a very long time for new troops to become available for recruitment which means it takes time to build up forces and replace losses.
I appreciate mods that not only create a new map and factions but try to adapt the campaign mechanics to the mod's world.
- Guild missions with dungeons and special units give the mod Elder Scrolls flavor (although it's hard to spare troops for these quests).
- The natural barriers and chokepoints make the map seem less "flat" than a typical Medieval 2 game. Terrain feels more relevant and it's also easier to recognize Tamriel.
- Racial traits/unique units.
- Lots of unique events and faction relationships to capture the conflicts of Tamriel.
One Suggestion: I think this mod would be perfect if it had AOR. It's always been silly in these games that when you conquer a settlement it magically start producing the soldiers of your faction/culture. In Europa Barbarorum (Rome 2 mod, now Medieval 2 mod) there was very advanced AOR in which the farther you were from home regions and depending on the government type you could only recruit limited domestic units in conquered cities and had to recruit "local" troops of the defeated faction instead. This mechanic was so great because it made it feel like you were truly running an empire. Like the real Rome you had to assimilate and work with the people you conquered and your armies reflected that. I often had a core of Roman troops shipped in from Italy + whatever the locals produced to fill out my army. The Elder Scrolls has an empire and also deals with conflict between the races of Tamriel. It would fit the world thematically if the Waycrest cities I conquered produced human instead of orc troops.
My End Of Turn 48 Game Crash
Mod Version: 2.3
Game Log: attached
Save: I would attach it but it's too big for the forum
Error Message: 21:29:50.352 [game.script] [error] Script execution error for <if>, at line 8882, in mods/The_Elder_Scrolls/data/world/maps/campaign/custom/Stormcloak/stormcloak_script.txt:
I_IsFactionAIControlled needs a valid faction type.
when testing <I_IsFactionAIControlled> condition
21:30:04.285 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I took a screenshot of line 8882 and the surrounding area but for the life of me I can't remember how to make thumbnails bigger in posts even though I literally did it above...
Here is the text of line 8882 and the surrounding area in the stormcloak_script.txt file. It looks like some of the lines above it might be relevant? I don't see a faction type missing.
;########### SLAVER SPAWN ###########
;spawn an army with the labelled Slaver character
monitor_event FactionTurnStart
if I_EventCounter dres_slaver_timer >= 20
and I_CompareCounter dres_argonians_allied = 0
and I_EventCounter dres_slaver_timer <= 60
and RandomPercent <= 25
and I_NumberOfSettlements russia > 0
and I_IsFactionAIControlled hungary
and I_IsFactionAIControlled milan
and I_IsFactionAIControlled sicily
and I_IsFactionAIControlled poland
and not I_PlayerHasMissionType SLAVERS_GUILD_MISSION
and I_CompareCounter dres_slaver_guild > 0
and I_CompareCounter dres_mission_1 = 0
set_counter dres_mission_1 1 <-- line 8882
set_counter slaver1_active 1
if I_CompareCounter dres_slaver_guild = 1
spawn_army
faction timurids
character random_name, admiral, age 38, x 369, y 74, direction S
unit cog exp 0 armour 0 weapon_lvl 0
end
campaign_wait 0.1