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Thread: KGCM 4.2 - Fight for Power! Hotseat

  1. #1

    Default KGCM 4.2 - Fight for Power! Hotseat

    KGCM 4.2 - Fight for Power Hotseat!


    Choose your faction:

    (The Kingdom of Jerusalem or Antioch will not be playable in order to emphasise Western intervention in the Holy Lands)

    The Kingdom of England = Zerosliver
    The Kingdom of France = STemptation
    The Holy Roman Empire = Slanted
    Venice = TheReich
    Milan = Swistrobl
    The Byzantine Empire = Incontinenta Buttox
    Kievan Rus =Mordrorru
    Moors = decimator22
    Turks = Grislok
    Egypt = Swarbs
    Norway = Oddsworm
    Potugal = Jiub
    Poland = Visorslash



    Please don't take any in game occurences personally. Any fights between players will result in the banning from the game. (Rudeness will also be dealt with)

    Rules:

    - No crusade abuse. Only settlements on the way to the crusade, or of the targeted Faction can be attacked. This goes for Jihads too. No joining a Crusade/Jihad to get units and/or movement points and then leaving the invasion.
    - Exploitation of Jihad/Crusade movement points will result in having the army frozen for four turns. If the army has more than 8 units, and exploits the movement points it will be frozen for 6 turns. (Note: This is irrelevant if the army is moving towards the targeted settlements and is carrying out the invasion.)
    - Any army can only join the crusade/jihad if they have the intention to go all the way towards the target and capture it.
    - First crusade to be chosen by the Pope. If by turn 8 there is no Crusade, we turn to the point system.

    - Crusade Point System:

    Papal Rating - Points
    1 - 5
    2 - 10
    3 - 15
    4 - 20
    5 - 25
    6 - 30
    7 - 35
    8 - 40
    9 - 45
    10 - 50

    90 points = Crusade to Holy lands.
    110 points = Crusade anywhere else.

    -No alliances with the Papal States.

    - All Player vs Player battles must be auto-resolved. Battles against AI can be played. Note: Screenshots are to be posted as evidence of auto-resolve.
    - All defeated armies are not allowed to move on the turn after they have been defeated.

    - No attacking Ships inside port.
    - No leaving port if blockaded. (You'd have to defeat all ships blockading the port to leave)

    - You must have 2 spies or more to open another human player's gates.

    - No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort securing a resource).

    - After 24 hours, your turn will be subbed. You may choose who you wish to be your sub throughout the game (Your ally, friend ect.) or alternatively, the player furthest away will be the sub. OR, If I feel my subbing wouldn't be biased, I'll sub the turn.


    - NO RELOADING TURNS!!!!!! (If anyone is discovered to have been doing this, penalty is a straight ban).


    - I expect all players to use their logic in judging whether their actions exploit the game or not.
    Any other actions that may be considered an exploit will be judged by the admin and be sanctioned according to what the admin or other players decide. If in doubt of an action, consult the admin.

    Another thing - Subscribe to this thread and/or always PM next player.
    - For the sake of getting the game going.

    Installing KGCM 4.2:
    Spoiler Alert, click show to read: 
    First, Install version 3.0
    Last edited by The Saint; June 09, 2010 at 05:13 AM.

  2. #2
    Slanted's Avatar Senator
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Is there any specific theme to this hotseat? And if there isn't I will take the Holy Roman Empire.

  3. #3
    Incontinenta Buttox's Avatar Protector Domesticus
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Byzantine Empire

  4. #4

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Slanted View Post
    Is there any specific theme to this hotseat? And if there isn't I will take the Holy Roman Empire.
    No specific theme, but I'd like to fill up the Islamic factions to have jihads play an influence in the campaign. There are many Catholic factions, so crusades are a sure thing. But you can play as whatever you want to play.

  5. #5

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    So many factions to choose, mmm.

    First I'd say Venice, but since I don't expect the Turks to be played, Byzantines will pwn my ass.

    Let's see... England it is than, never really played an isles faction before.


  6. #6
    JackoHaddo's Avatar Miles
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    When i get the mod installed i will be the turks. can you reserve it for me?

  7. #7

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    I'd like to join as Milan.

  8. #8
    PhilipO'Hayda's Avatar Vicarius
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    I'll have to get this mod again and play as Ireland.

    give me Ireland and I'll get it on monday or maybe tonight

    put in a link to the mod!
    Last edited by PhilipO'Hayda; May 15, 2010 at 03:18 PM.

    Irish Historical adviser for Albion:Total war


  9. #9
    Protector Domesticus
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Russia for me.

  10. #10

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Mordrorru View Post
    Russia for me.
    You sure? It'll be tough against the Mongols.

    And St, you spelled my name wrong .


  11. #11

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Venice here.

  12. #12
    Protector Domesticus
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Zerosliver View Post
    You sure? It'll be tough against the Mongols.
    I know.

  13. #13
    Protector Domesticus
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Wait, hold on a second, are you going for a 22-player hotseat?

  14. #14
    JackoHaddo's Avatar Miles
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    looks like it

  15. #15

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Mordrorru View Post
    Wait, hold on a second, are you going for a 22-player hotseat?
    I think he/we will go for balance first, than we will start when everyone agrees.

    I don't think a 22 player hotseat would be even achievable.


  16. #16
    decimator22's Avatar Vicarius
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    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Moors for me.

  17. #17

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Mordrorru View Post
    Wait, hold on a second, are you going for a 22-player hotseat?
    No, I intend to start this at least tomorrow. I haven't really considered the number of players.

    Quote Originally Posted by philipOhayda View Post
    I'll have to get this mod again and play as Ireland.

    give me Ireland and I'll get it on monday or maybe tonight

    put in a link to the mod!
    http://www.twcenter.net/forums/forumdisplay.php?f=559
    http://www.twcenter.net/forums/showthread.php?t=170021

    Not sure, but you may have to install earlier versions of KGCM before 4.2

    Quote Originally Posted by Zerosliver View Post
    You sure? It'll be tough against the Mongols.

    And St, you spelled my name wrong .
    Silver doesn't sound too bad though.

    -----------------------

    Thing is, all other KGCM games had only few numbers of players, so I wanted to do one with greater numbers. But yeah, 22 is too much.

    EDIT: It would also be great to have an Egypt before we start!!!! That will make it harder for crusades to the Holy Land.
    Last edited by The Saint; May 15, 2010 at 03:50 PM.

  18. #18

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    I'm keen to play as Egypt. I don't have KGCM installed yet but do have SS6.2. I assume I can install them both without any conflicts?

  19. #19

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by Swarbs View Post
    I'm keen to play as Egypt. I don't have KGCM installed yet but do have SS6.2. I assume I can install them both without any conflicts?
    Yup, they both have seperate mod folders.

    This thread sure is filling up nicely.


  20. #20

    Default Re: KGCM 4.2 - Fight for Power! Hotseat

    Quote Originally Posted by STemptation View Post
    EDIT: It would also be great to have an Egypt before we start!!!! That will make it harder for crusades to the Holy Land.
    Lol, I hadn't even seen that post when I volunteered. It must be the will of Allah...

    Quote Originally Posted by Zerosliver View Post
    Yup, they both have seperate mod folders.
    Cool, will install first thing tomorrow!

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