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Article about three new mercenary armies in TESTW 2.0.

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The Elder Scrolls: Total War 2.0 - new mercenary armies


That is the time when we finally completed work on all mercenary armies for version 2.0. In this article, we will tell (and most importantly, show) all new mercenary armies in the upcoming final version of The Elder Scrolls: Total War.

In order not to waste your time, let's get straight to the point.

The first new mercenary army is well known to every TES fan who played Skyrim. This is not an army in the literal sense of the word, but an entire people - Reachmen.

Reachmen live on the territory of eastern High Rock and southwestern Skyrim, called the Reach. They have their leaders and kings, but there is no single state, although their ancestors once even ruled the Cyrodiil Empire. They live in small clans, and their neighbors consider them barbarians, witchers and cannibals, which is often not far from the truth. Nevertheless, their leaders are smart and insidious, and also greedy for gold. The Reachmen will not challenge the invincible adversary, they will become part of such a powerful force for a reasonable fee.

Leader of the Reachmen - King Bran of the Winterborn (3E) \ Madanach The King in Rags (4E)

Reachmen


King Bran is a fictional character, a native of the famous Winterborn clan. His ancestors participated in the Siege of Orsinium. Bran - a cunning leader, one of the many desperate brave souls who tried to unite under their command all the tribes of Reachmen. Many leaders fear and respect him, and his word means a lot in the whole Reach. If Bran goes to the service of a worthy and powerful ally, many will follow him.

Madanach is the famous ruler of the Reachmen, the leader of the Forsworn who once captured Markarth and considered himself his legal rulers. Later, Markarth was repulsed by the son of Windhelm’s jarl - Ulfric Stormcloak, the Forsworn were expelled from there, and Madanach himself was imprisoned in the Sidna mine. Any king, whether he is a Nord, Orsimer or Breton, owning Markarth and Reach, can free Madanach from imprisonment if he wants the Reachmen to serve him, but such a move will forever ruin his relationship with Ulfric Stormcloak.

Units:

Reachmen

The army of Reachmen consists of a huddle of desperate warriors, wrapped in skins, but not wearing armor. Their home-made swords and axes leave terrible wounds on the bodies of their opponents. The backbone of this wild army is light infantry.

Horse riders

In addition to the foot soldiers in this barbarian army there is a cavalry. The riders of the Reach are light cavalry, which is convenient to use for quick and sudden attacks, but in battles with knights these warriors in tatters have no chance. Also, their cavalry can be a good help for the armies of orcs and nords, which are not famous for their cavalry.

Briar Hearts

The few warriors of the Reachmen who survive the bloody rituals of the hagravens become Briar Hearts - berserkers, they do not know fear, pain and fatigue. With a wild battle cry, they rush at opponents and always fight to the death.

Mammoths

And finally, the Reachmen are one of the few who knows the special secret of taming mammoths. These formidable creatures living in Skyrim and, in part, in High Rock, will bring down the morale of any troops not prepared for such a meeting, but the ruler, who is served by the Reachmen, will give a valuable trump card in any fight.

In order to hire troops of Reachmen, the player will have to fulfill the following conditions:

- Play for one of the following factions: the Kingdom of Skyrim, the Kingdom of Daggerfall, the Kingdom of Wayrest, the Kingdom of Orsinium (adding this army to the Clans of the Forebears and the Crowns is still under discussion).

- To occupy the following territories: Evermore, Raven Spring, Cloud Spring (in the campaign of the Fourth Era, you must also have Markarth)

- Accept the offer of Bran Widnaborn or release Madanach from the Sidna mine.

After that, the player will be available to build Reachmen’s Camp in which he will be able to hire, train and retrain their troops.

The second mercenary army is an old dream of many who play our mod, realized in a slightly different form. Let's say that you asked us to do this faction a long time ago, we realized this dream of yours a little differently ...

The city of Rimmen in Elsweyr was founded by the remaining Akaviri persecuted after the First Akaviri Invasion in Tamriel. They went to the mountains and built this mysterious city there, where they lived for a long time in a retreat. For a time, Rimmen was independent, then long passed from hand to hand. At the end of the Third Era, it was subjugated to the gangs of the Khajiit, who use the city as an artery for the illegal trade of moon sugar. The Tsaesci are ready to swear to anyone who will help them drive the cats out of the city. The army of mysterious serpent men from Akavir, famous for their unique fighting skills, is the key to dominance for any ruler.

Tsaesci are immortal and hone their skills not just for years, but for centuries. Dinieras-Ves is considered to be the greatest master among the living Akiviri of Rimmen and the founder of the fighters guild. He announced that he would give his sword and live to the one who would help the Akaviri drive out the gangsters from Rimmen and restore Tonenaka, the ancient sanctuary of a thousand statues.


The leader of the army is Dinieras-Ves.

Units:

Tsaesci warriors call themselves "Syffim." They do not wear shields, are dressed in elaborately made armor with awesome masks, and in martial art they have no equal in all of Tamriel.

Nodachi Syffim

Nodachi is a two-handed sword of the Akaviri, called Daikatana in Tamriel. In the Akavir tradition, the katana is more often a ceremonial weapon, and the nodachi is a combat weapon. Nodachi Syffim are the main offensive force of the Tsaesci army and can easily defeat any enemy unit in one on one combat.

Naginata Syffim

Another unique Akavir weapon is naginata. It allows Syffim equally well to keep opponents at a distance and fight them in melee. Naginata also performed well in battle with the cavalry of the Tamriel invaders during the invasion of Uriel V, which led to an increase in its popularity both in Akavir and in Rimmen.

Syffim Yumi-Tohi

Each soldier is obliged to be able to use the sword in the empire of the Tsaesci, but the skill of archery is considered the highest art. Yumi-tohi (NB - in general, in Japan it is called yumi-tory, but it is assumed that the sound “r” is not very common in the Tsaesci language) is the name of Syffim, who are equally good at nodachi and yumi. Yumi-tohi - pearl of the Akavir military art.

To hire Tsaesci troops, the player must fulfill the following conditions:

- play for one of the following factions: Cyrodiil Empire, Clans of Blackmarsh, Aldmeri Dominion, Kingdom of Pellitine, Kingdom of Anequina

- capture Rimmen

- rebuild the sanctuary of Tonenaka in Rimmen

- accept the offer of Dinieras-Ves.

After that, the player will be able to hire all of the Tsaesci troops in any fighters guild quarters.

Well, while you have not yet recovered from the Tsaesci presentation, we’ll go to the third and last army. We have already mentioned in passing about her appearance, now finally we are telling in detail.

Clockwork City is in danger.

At the end of the Third Era, Dagoth Ur have finally found Sotha Sil’s most valuable creation.. Having managed to penetrate into the dimension where the city is located, Sharmat wants to get the secrets of it’s creator and, perhaps, finally find a way to leave the Red Mountain’s Ghostfence and bring his power to Morrowind. To counter it, Sotha Sil raises his army of factotums - the mechanical inhabitants of the Clockwork City. But he alone will not be able to withstand this threat, so the god of the Tribunal is seeking to ally itself the most experienced of the Dunmer commanders to help him cope with the hordes of ashspawns. And what could be more useful than a grateful god?

After the death of Sotha Sil from Almalexia’s hand, Clockwork City was in a precarious position. Galyn, the leader of the Apostles, is observing the creation of Lord Seht, desperately hoping that he will find a way to rise from the dead and return to the world of the living to rule again the Dunmer and the Clockwork City. In the meantime, the former disciple of Sotha Sil, Mecinar wants to claim the City for himself. Having subjugated some of the factotums, he wants to use the once created by Sotha Sil copy of the Heart of Lorkhan, which will give him unprecedented power. Galyn's strength is not enough to resist Mecinar, so he seeks help from those of the Dunmer who have not yet strayed from the path and are ready to fight for the legacy of his god.

Depending on the faction and campaign chosen by the player, there can be three different commanders of Clockwork City Army — the Apostle Galyn, Sotha Sil himself and Dagoth Ur.


Units:

The Clokwork City is protected by factotums - mechanisms created by Sotha Sil and inhabiting his creation. They have their own soul and consciousness, but they are much more durable and reliable than soldiers of living flesh.

Factotum Conduits

Factotums, dressed in long white robes. They are sensitive to the magic of destruction and bring down electrical discharges on the enemy in battle.

Factotum Adjudicators

Armed with swords, hammers and axes, the Adjudicators keep order in the Clockwork City. In battle, they hide behind round shields, as strong as the material from which their bodies are made.

Factotum Arbalests

These factotums are armed with crossbows. Their bolts are much more lethal than ordinary wooden shells, and their inherent stability and accuracy allows them to shoot much more accurately than any ordinary mortal.

Imperfects

The first creations of Sotha Sil, in which God subsequently became disappointed. To prove their“perfection” to him, these factotums are ready to fight with any creature, no matter how powerful it is. And although Lord Seht himself considers them nothing more than brute force, these giants can become the most valuable acquisition in the army for someone who deserves the gratitude of the leader of the Clockwork City.

To get his hands on an army of combat machines, a player must:

- Play for one of the five Great Houses of Morrowind, complete a number of tasks of Sotha Sil\Galyn and fight in a battle against the army of Dagoth Ur\Mecinar.

- after that, he will be able to hire factotums in any settlement where he will build a portal to Clockwork City

or:

- Play as the Great House of Dagoth, complete a series of tasks in order to find a passage to the Clockwork City and fight against Sotha Sil to subdue his creation

- after that, he will be able to hire factotums in any settlement where he will build a portal to Clockwork City

We will tell about the tasks that the player will need to perform to get into the Clockwork City later. At the end of the article about mercenaries, we want to say that in the Fourth Era campaign we will also have Roscrea Island on map, and in its territory the player will be able to hire troops of this severe island as mercenaries. Here’s how they look:

Stay with us!

LoRdNazguL and DaedraWarrior

Comments
Blue199
Blue199

Always love to see some more attention being given to Sotha Sil!

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Brotherblaze
Brotherblaze

An army of combat machines.. 😎. Redguard nations would hire Reachmen.. enemy of my enemy is my friend 🤴🏾👳🏾‍♂️🧔🏻

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Guest
Guest

Awesome that Sotha Sil's being added!
I'm still not sure about the mammoths, but it's great to see, that the mod is still worked on.

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MarcusFlaviusAquila
MarcusFlaviusAquila

Great article, great mod.

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Ailo
Ailo

I think these mercenaries, and the specific requirements that must be met in order to get them will make a great addition to the mod. As for the 2.0 update, are there any other changes planned? I've played the unofficial patch a lot, and would like to see some of its features implemented in the main mod. The main features that I hope to see in the main mod are: The UI changes, the additional building options, the reduced distance to capital penalty, the additional generals, with special bodyguard units - and the ability to upgrade any castle to a citadel. Is there a chance that any of these might be implemented in the future?

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DaedraWarrior Author
DaedraWarrior

Main change of 2.0 is Fourth Era campaign with 2 new factions - Stormcloaks and The Great House Sadras. We think that UI in our mod is well-balanced. Castle to citadel and large city to huge city upgrade is unable, because these slots are occupied by unique cities, like Imperial City, Windhelm, etc.

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Ailo
Ailo

Oh, of course. I'm excited to see what you will be doing with the 4th Era. Regarding the settlements, I believe the unofficial patch has managed both to retain the unique cities, while allowing for the upgrading of castles to citadels. I don't know if you've implemented any unique settlements which the unofficial patch hasn't.

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LoRdNazgu1 Creator
LoRdNazgu1

All the architecture in this mod is ours and only ours.

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Snorgleboggle
Snorgleboggle

Sometimes i wonder what is going on when yall are quite for a bit but then yall pop back up with another awesome addition to this beautiful mod. Can't wait until i can get Mannimarco and his undead minions :D Btw will uniting Morrowind still be an option in the new updates? I saw it was no longer a multiplayer option in 1.6

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Jadli
Jadli

Astounding work!

But you shouldnt have showed pic of the Clockwork City, as I now want to have it in game as a settlement....

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martygod125
martygod125

Hey guys awesome work :) Can´t wait for 2.0 to play. Just one question ... can you consider to implement some emerge faction back from destroyed script like in stainless steel? Twcenter.net (under the rebbelion scripts) That would be really awesome, because it adds so much immersion and fun into the battle, because that way there could be plenty of factions still alive even at the later phase of the campaign :) .

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PappyNatzy
PappyNatzy

I can't believe how far this mod has come, somehow you've managed to surpass third age and that's an accomplishment. 2.0 is going to be the best mod of M2TW without a doubt.

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loleks2001
loleks2001

I played this mod some time ago and now I wanted to return to it for another epic campaign in Nirn. Unfortunately the UI on the campaign map is broken. I've got no textures at all, just white background with text on it there. Does anybody have a solution?

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Guest
Guest

What's the deal with High Hrothgar? It says on the map that it's a resource but none of my troops/nobles can go there...

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Marcelx2x
Marcelx2x

I think it'll be a stormcloak faction i suppose papal states dovahkiin recruitment place or a place that you need to have a castle in for greybeard recruitment or maybe mercenary pool recruitment

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DeTortor
DeTortor

Looking great so far, small thing I noticed is Black Marsh could use a lil polish around the pop up text

Also, can't help to pitch the idea for Shivering Isles units to be used as Universal Mercenary Units, like Mercenary Spearmen or Crusader Knights that could be purchased by multiple Nations on Vanilla and Americas

A Door in Niben Bay was able to appear during the Oblivion Crisis, I was thinking that a Near-Lore way to justify putting it in would be have your general stand around in the open for 2-5 Turns, outside a city, fort, or ambush position. Then after staying still for the prescribed amount of turns one of the Choice Scripts pops up and have Haskil, Sheogorath or whoever offer the Player units of Archers, Swordsmen, Spearmen with Shivering Isles Units. Hell, you could even have stuff like Hungers for Calvalry or Fleshhounds in addition to Golden Saints and Dark Seducer standard infantry.

Just a suggestion, games already going to 10/9 status in my book.

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Marcelx2x
Marcelx2x

AMAZING!

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Marcelx2x
Marcelx2x

Hello, i've been tinkering with the mod scripts as i've wanted to give myself the other faction troops to Hlaalu (redoran, dres, telvanni, indoril, imperial and skyrim troops to be precise, hlaalu is sicily, dres is timurids, telvanni are hungary, redoran is poland, skyrim is scotland, indoril is milan and the empire is england) everything worked fine until i wanted to get the specified models for my troops, with all the scripts i changed were export_descr_unit to get the units, export_descr_buildings to get to recruit those units as a Hlaalu faction, descr_model_strat to get the right textures on the generals and i got the right UI's from the other faction files but when i wanted to get the right models for the units, as i've said before i went to change the scripts in battle_models.modeldb
I've occured a crash every time i start the game every time i add a a troop textures with all the folder paths like when i copy and paste
8 scotland
67 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_england.texture
66 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_normal.texture
50 unit_sprites/scotland_Mount_Heavy_Horse_sprite.spr
to
6 sicily
67 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_england.texture
66 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_normal.texture
50 unit_sprites/scotland_Mount_Heavy_Horse_sprite.spr
Is your mod unable or has some protection against changing those paths and adding unit models to other factions or i am in fact doing something wrong, please help!

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