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I was wondering if you could include campaign rules for a scenario where the Empire has all the other factions as vassals (to signify them as being part of the empire), as well as default military access and forts/castles in all key areas and a lot of money in their default coffers? (Also added a tariff to represent taxation)
I modified 1.2 to be this way back in the day, and it "really" changed the nature of the game. Rather than feel like you're trying to conquer the world, the motive shifts towards trying to keep everything held together. The world starts out as a single, unified empire in peace, and gradually falls apart. Maybe the win conditions could reflect this further?
Trying to manage a rebellion from House Dres, and a civil war that broke out between the Forebearers and the Crowns was great. Could you please consider a mode like this?
Hi, first thanks for your time and the awesome mod. I have some screenshots of city bugs (buildings floating over ground when siege)(maybe it's just me, I play on a laptop, not old, but not the best, with lowest graphics setting) and a few bugs more if you're interested. Also a little comment if you're interested. im around turn 220, i play as wayrest: daggerfall, clan of crown, and skyirim abuse cavalry. their armies consist almost only of cavalry. Apart from that...i don't have much to say. your mod is awesome. One personal opinion though: i disagree with having the cavalry of nords resist a rear charge from my cavalry, but if that's what you design it, im not complaining. it's your work. just my opinion if you wanna consider it. (using knights of the rose i charge from back, they're fresh and well formed, the charge goes well, and their cavalry gets 0 deaths)
again, thanks for your time and the mod. i'll play 1.4 a bit more and wait some time before trying 1.5, i'm happy with this campaign :P
oh, i love how you implement mages, im not a pro of medieval 2, i was scared they would be too expensive. they are worth what they cost, and fun to use.
also a question, i captured winterhold but i can't recruit mages there (or in other cities outside high rock area - i have mages guild built everywhere), why's that?
sorry if this isn't the best place to contact, but I'm not sure where else to write. bye!
hey u the creator of the elder scrolls mod if so I need some help the game launches fine but it wont let me start a campaign I click start and it sends me back to the main menu any solutions?
Hi, so I did the rename the mod with one of the Kingdoms files and the mod launched but then crashed on the opening screen. Any ideas on what I can do?
Hey man could I get permission to use some of the models from your TES mod for my GoT themed mod? with credits of course.
Here is the links to my project -
Twcenter.net(WTW-1-0-MAP-IMPORTED-ESSOS-ADDED!)
Moddb.com
I sent you a PM over on twcenter as well apologises I wasn't sure which was best to reach you.
I play with Skyrim faction and now the Oblivion Crisis has started and the Empire is imidiately destroyed and becomes rebel, how to fix this bug?
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Hi there!
I was wondering if you could include campaign rules for a scenario where the Empire has all the other factions as vassals (to signify them as being part of the empire), as well as default military access and forts/castles in all key areas and a lot of money in their default coffers? (Also added a tariff to represent taxation)
I modified 1.2 to be this way back in the day, and it "really" changed the nature of the game. Rather than feel like you're trying to conquer the world, the motive shifts towards trying to keep everything held together. The world starts out as a single, unified empire in peace, and gradually falls apart. Maybe the win conditions could reflect this further?
Trying to manage a rebellion from House Dres, and a civil war that broke out between the Forebearers and the Crowns was great. Could you please consider a mode like this?
This comment is currently awaiting admin approval, join now to view.
Hi, first thanks for your time and the awesome mod. I have some screenshots of city bugs (buildings floating over ground when siege)(maybe it's just me, I play on a laptop, not old, but not the best, with lowest graphics setting) and a few bugs more if you're interested. Also a little comment if you're interested. im around turn 220, i play as wayrest: daggerfall, clan of crown, and skyirim abuse cavalry. their armies consist almost only of cavalry. Apart from that...i don't have much to say. your mod is awesome. One personal opinion though: i disagree with having the cavalry of nords resist a rear charge from my cavalry, but if that's what you design it, im not complaining. it's your work. just my opinion if you wanna consider it. (using knights of the rose i charge from back, they're fresh and well formed, the charge goes well, and their cavalry gets 0 deaths)
again, thanks for your time and the mod. i'll play 1.4 a bit more and wait some time before trying 1.5, i'm happy with this campaign :P
oh, i love how you implement mages, im not a pro of medieval 2, i was scared they would be too expensive. they are worth what they cost, and fun to use.
also a question, i captured winterhold but i can't recruit mages there (or in other cities outside high rock area - i have mages guild built everywhere), why's that?
sorry if this isn't the best place to contact, but I'm not sure where else to write. bye!
I love the elder scrolls games! And to see it in a total war game is amazing! Keep up the good work!!!
hey u the creator of the elder scrolls mod if so I need some help the game launches fine but it wont let me start a campaign I click start and it sends me back to the main menu any solutions?
Hi, so I did the rename the mod with one of the Kingdoms files and the mod launched but then crashed on the opening screen. Any ideas on what I can do?
You can have separate mod files if you make a copy of your medieval2.exe file named "kingdoms.exe." After that, lauch the mod from its own exe folder.