Imho, the victory condition sytem created difficulties to this scenario's objectives :It’s clear from the Game concepts that this is an objective based game, i.e. capture the 9 Holds capitals. In that case, shouldn’t you have set up the scenario to use the victory conditions board rather than the Empire based conditions?
Noted for correction.The font color for the Barbarians cities is too dark and thus make it difficult to read them on the map and thus I would recommend using a lighter font. In addition, it appears that some of your labels are overlapping other text (example: the White River label is partially hidden underneath the Riverside Shack city name).
I totally missed that.Finally, just as a test, I started the scenario as the Stormcloaks faction under the Emperor difficulty level and a third of my cities went straight into rebellion. Unless that was your intention, it’s best during the design process to test at the higher difficulties to avoid these kinds of situations.
Much thanks Curt. That's corrected, along with the barb color and a Lua error making Wanderer little bonus never happening, for the patch.BTW - Typo with "Blackbriard" meadery, it should be "Blackbriar."
Installation : Please unzip the base file in your Civ2ToT or Scenario folder, then unzip the sound file in the "TESStormcloakRebellion" folder.
This Scenario needs civ2ToTPP 15.1 or higher with Lua allowed to be played.
Files : You may find here the lastest files in two parts (considering weight limit),
or in the Download section (external DL from ModDB)
Current version : v1.0
View attachment 620348
That's hard for me to answer you.I must confess to a lack of personal familiarity with the lore and material (except for Internet osmosis). How much of an impediment to enjoyment (if any) would you estimate playing the scenario completely, "uninitiated," would be?
That's hard for me to answer you.
I'm no expert of that lore, yet I have some references to it, and tried to pour some of it in this scenario.
Any TES V player should link some easter eggs to their own past RPG playthrough, which you would miss then may find ... useless or senseless maybe ?
As exemple, "M'aiq the liar", while not that present, is one emblematic item of such occurence. Guess the discovery of a giant mudcrab or a Mamoth in Ice in the wilderness wouldn't touch you much too ?
On the other hand, the pressure from wilderness, falmers and others may still stimulate you, whatever they are after all ?
So, this scenario shall not need one toknow the lore to understand its objectives, nor to guide playthrough.
About the quality of that playthrough ... I'm afraid I don't have the experience to turn hope and rough estimation into accurate evaluation with only tens of playtest sessions, while I believe to see few possible ajustments to think more about and eventually propose with the patch... if needed.
I hope Burning Oil Pots changing direction mid-air will be enoughHopefully, in true Bethesda fashion, you've included backwards-flying dragons and sword-attacks that launch your target into the stratosphere through Beth's dodgy Creation Engine physics?
"It just works!"Very nice Dadais! Hopefully, in true Bethesda fashion, you've included backwards-flying dragons and sword-attacks that launch your target into the stratosphere through Beth's dodgy Creation Engine physics?
Would be nice to play as the Imperials though as I really hate those Stormcloak Nord-supremacists
Another little question :
While first batch of volunteers are well coming, I feel like their accumulation each turn is too much.
Shall I limit their number (counting NONE homecity units) in a way (per exemple to the total of city population) ?
All right.I'd appreciate leaving the shiny one - I think it makes it easier to see that they're magic users but to each their own!