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Hi! Thanks for the mod, it's really fun. I haven't found any big issues, except a few crashes during battles in open field (not sieges), so everything has worked well for me for now. Now to the topic:

My opinion regarding some aspects and then some screenshots of bugs:

Pikes from wayrest sometimes have a very hard time against cavalry. to me this doesn't make much sense.I'm not talking open field (which i think could be also improved a little bit) I've had to defend sieges with pikes against cavalry, and i've lost. I was outnumbered, but still, 6 units or more of cavalry running at the entrance against my pikes, they lived and took the city.

i dont mind losing against other units, as it should be. but 6 units of crammed together cavalry should just be annhiliated in melee (not charge, but actually melee, stationary, not moving) against pikes. shouldn't it? maybe there's a reason why it doesn't happen in the mod.


Screenshots (maybe it's my settings - lowest- and my laptop, but just in case it's a bug, I show you):

Floating buildings during siege (can't remember city), also, black map:

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I can't remember the previous city I showed, but its probably on high rock. This however I think it was Scourge barrow. very tall walls and siege towers but they were floating on the ground (besides from the bug of the siege tower and the wall not aligning)

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Not a bug, but the bottom trait says "edgey around the english" and has a bonus against english kingdom. what kingdom would it be in the mod?

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Proof that kingdoms (crown, nords, daggerfall) almost only use cavalry. even in sieges.

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Bug with enemy general (orc), gray lying on the ground, no texture. (this may be my laptop, but i'm showing just in case)

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As I said in the other post: I can't recruit mages in other cities, i think outside high rock.

I have all high rock, north of crown (forebears are dead), and more than half skyrim (all west and center skyrim). I can't recruit mages in winterhold and other cities. I do have mages guild, but i can't recruit.


Also, by the way, there are no orc cities, but they're still not "defeated". I crushed daggerfall and the faction disappeared, but not the orcs. i found a merchant far away and killed him. but i can't find anything else for now. is there a noble somewhere? im sure they dont have more cities, but i'll keep looking. also same thing with anequina, pelletine destroyed it but anequina doesn't show as defeated, they still take a turn and they seem "alive" but they have no cities (or army, i think. i have scouted only with spies).

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A final note, but this is just my opinion so if you're not interested you can skip it! :P : nords should be more based on infantry, i've seen armies with cavalry, almost only cavalry. i'd only give them the scout unit, but maybe that's too much. the minimum i'd do is lowering the armour of the cavalry. they are too powerful in melee, against not cavalry units. (crown best cavalry and daggerfall best cavalry are also pretty strong in melee against non mounted units, which shouldn't be the case, no?)

I'd maybe remove crossbowmen for some factions or make them less common. for example, make mages weaker and cheaper for the high rock region so they can be recruited more (so they combine infantry with mages a bit more).

like, when i fought against daggerfall they had fighters guild swords (and shield)units as meat shield and the best cavalry, almost nothing else. I know elves are pro with magic, but bretons are good aswell, right? im not pro at medieval 2 or elder scroll lore, so i can be wrong! just trying to help.


oh, also, an idea: since bretons are known (i think) for conjuring skills, maybe you can make able to recruit army/unit of conjured daedra (ice atronach, flame atronach, etc)? or say that best units of high rock infantry have conjured weapons and armor? I'm not saying make them stronger, but for example instead of high rock swordsmen (no shield, high defense skill) which are useless (at least I didn't use them) maybe at least give them some weak range attack (as if they have magic in one hand, sword in other).


i made a custom battle and saw the khajiits are super fast. but i think I read you'll already adress some balance stuff in the 1.5 regarding khajiit, so I guess that'll be fixed/changed. i don't mind it too much (if khajiits are too fast or too strong), but because i played in high rock as wayrest (so i never fought khajiit), maybe i would have minded if i played with anequine.

Anyways, hope this helps improve the mod. bye!



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