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Thread: IZobs & Loose Cannons Kingdoms Hotseat [Denmark Open]

  1. #1
    IZob's Avatar one for the core
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    Default IZobs & Loose Cannons Kingdoms Hotseat [Denmark Open]

    Admin:

    1st Admin: IZob.
    2nd Admin: Loose cannon.

    Game:

    KGCM Hotseat version (requires: Kingdoms Grand Campaign Mod and Patches).
    - Garrison script is not used in this game.
    - New and pro players welcomed.
    - Campaign difficulty: Very hard.
    - Victory conditions: Long.
    - Settlements: Manage all Cities.

    Factions, [11] player positions:

    1. - Kievan Rus (defeated).
    2. - Seljuk Sultanate Tonno (defeated).
    3. - Kingdom of Jerusalem pesto alla genovese.
    4. - Kingdom of Sicily Anaf.
    5. - Republic of Milan Jiub.
    6. - Kingdom of Scotland Visorslash (defeated).
    7. - Kingdom of England Mordrorru.
    8. - Kingdom of Castile and Leon Timur the Lame (defeated).
    9. - Kingdom of France Hurin the Steadfast.
    10. - Kingdom of Denmark Timur_the_Lame.
    11. - Byzantium Empire Loose Cannon.

    Not available: Rebels, and remaining AI factions.
    Game has been re-started on 9th April.

    Rules:
    Spoiler Alert, click show to read: 

    Characters (spys, merchants, assassins, diplomats, princess, generals):
    - Spys: Cannot be used to open gates when 4 or more units are inside a settlement (including generals).
    - Assassins: Cannot kill family members. Only 1 building within a settlement can be destroyed per turn by an assassin.
    - Merchants: Only 1 merchant may be standing over a resource.

    Battles:
    - All battles must be auto resolved.
    - A cropped screen shot of the battle results, campaign area and characters/units that took part in the battle is needed for every battle played.
    - If using siege weapons to capture a settlement, the siege weapon unit card must be visible in a screenshot, or mentioned by the attacker.

    Fleets:
    - You cannot carry units or characters inside a fleet, while docked.
    - You cannot use the siege-ship exploit, as described here. Section 2. Part 2.1 (just where it says 'Ships').
    - If any defeated unit move inside a fleet, then atleast one ship unit must carry the defeated units and follow the same 'Defeated Unit' rules as below. The ship unit is considered defeated in the same turn as the ground units.

    Defeated Units:
    - If a faction (eg: France) that plays after your 'faction turn' (eg: Englands turn) and this faction after your turn (France) defeats your units (units of England), then you cannot move those units in the following turn.
    - All battles should be directed against non-defeated units only. Any defeated units that are within the battle zone (the read square) as a result of retreating into or near a settlement can be within the battle played out by the aggressor or defender. You may not directly attack defeated units for any reason unless the defeated army is inside a settlement or fort.

    Destroying Buildings:
    - Buildings cost less <= 2000f = Only one building can be destroyed per 1 turn.
    - Buildings cost less <= 4000f = Only one building can be destroyed per 2 turns.
    - Buildings cost less > 4000f = Only one building can be destroyed per 3 turns.
    - You cannot destroy ports.

    Forts:
    - You can only build forts in your own regions.
    - Each region can have a maximum of 2 forts.

    Towers:
    - You may use any number of Towers.

    Papal States:
    - Humans can ally with the Papal States, as they are a normal faction with the Hotseat patch.

    Receiving a settlement from another faction:
    - When you receive a settlement from another faction (by trade, or a gift) you must disband all units within that settlement except for one unit. This unit may not move for one turn but it can contribute in battles if it is still inside the settlement. Any settlements that are given to the AI will follow the same process, (that is: the AI's units inside the settlement will be reduced back to one unit, that unit will not move for one turn).

    Gifting Settlements:
    - You may only give away half the number of your regions to another faction once every 6 turns. Example: England has four settlements. England can gift 2 settlements to any faction, but can only do this once every 6 turns.

    Revolt:
    - After gaining a settlement by a revolt ("rebellion against another faction") you may use all of the units inside that settlement as normal on the same turn.

    Americas
    - Characters, units (including naval units) are not allowed to go to the Americas (including south America and Rebel settlements) until turn 30.

    Re-loading turns:
    - You can reload your turns.

    Purposely Killing your faction:
    - You may not intentionally kill off your faction for any reason. Examples of killing your faction: leaving settlements vulnerable to attack when your faction has obvious capabilities to defend its settlements or giving away your income to another faction or killing off family members in a irresponsible manner or using no units to defend the faction etc .... Players will be kicked if this rule is broken more then once.

    Definitions:
    - = "equals to."
    - <= "less then or equal to."
    - auto resolved: "battle played on the campaign map."
    - characters: "spys, merchants, assassins, diplomats, princess, generals."
    - cropped: "a small image that has cut off parts of the origional image."
    - docked: "a fleet inside a port"
    - settlement: "a town or castle".
    - units: "a single or group of troops/ships within a army or navy."
    - x3: "3 times bigger then ...".
    - turn: "a turn is made up of all of the 'faction turns'. A turn is numbered either 1,2,3,4,..., until end of the game."

    - faction turn: "is numbered either England's turn, France, Spain,...,Byzantium turn. Each faction turn only consists of one faction being played."
    - faction: "all AI, Human and including Rebel kingdoms."


    Important rules:
    Reasons for these rules (to stamp out commonly absent players, reduce subbing and to keep the game running at a moderate pace).

    1. - Each faction turn has a limit of 30 hours to be played by the faction owner. An additional +6 hours will be given to the turn limit, to be subed by another player of the faction owners choice (the sub MUST know the faction owners password. The sub MUST inform the players/admins that they are a sub, BEFORE the 30 hour limit). If this new 36 hour limit has been breached, an admin or a player of the remaining players choice will sub the faction. A suitable reason should be given for the subs absence.

    2. - If the 30 hour time limit has been breached AND no sub has been notified by the faction owner to sub the faction, then the faction will be subed by an admin, or by a player of the remaining players choice.

    3. - In failing to notify a sub for your faction (2.) the faction owner MUST post in this thread why they missed the turn BEFORE their next save file arrives. Failing to do this and you could be kicked without notice. A suitable reason should be given for your absence (eg: no pm was received, death in the family, busy with work ...). Your attendance in this thread (IZobs Kingdoms Hotseat) and how regularly you are subbed will be taken into consideration.

    If there are not enough players contirbuting to a decision on subbing a faction, admins can sub without notice.

    Rules broken:

    - Will incur an appropriat penaltie (deemed necessary by the players). The admins carry the final decision.
    - The most common exploits are covered above, but keep in mind that it hasn't covered all possible exploits. If you think what you are doing could be an exploit, then by the rest of the player it could also be considered an exploit and cheating. Any exploit how ever minor will have action taken against it.
    - It is assumed all rules are followed. If ever you a caught breaking a rule, punishment may be taken out against you.

    Think you can cheat eay?
    Spoiler Alert, click show to read: 



    Maps:
    Spoiler Alert, click show to read: 
    Turn 15:


    Turn 20:


    Turn 25:


    end of pre-maps.
    Last edited by IZob; January 11, 2012 at 05:08 PM. Reason: updates to rules

  2. #2
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    I will select a faction when the majority of factions are chosen.

    A second admin is not necessary, but would be useful for controlling the hotseat when I'm away, and if people suspect me of cheating... etc

    Note! The rules differ a lot in this hotseat to others. Read the rules.

    This is also my 3rd (iirc) controlled hotseat.

  3. #3
    Ninja
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Rebels please.
    Visor's Game - A Mafia game that's open for sign ups.

  4. #4
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Fixed

  5. #5
    Ninja
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Rebels (No Visorslash ),
    NO! You bastard.

    You're just annoyed about my rebel empire in Tyronia and in IB.
    Visor's Game - A Mafia game that's open for sign ups.

  6. #6
    invicta's Avatar Ronin
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by IZob View Post
    - Spys: Cannot be used to open gates when 4 units or greater are within a settlement.

    - All battles must be auto resolved.
    Can I ask if those 2 rules are valid even when fighting the AI?
    If possible I'd like to book Lithuania
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  7. #7
    Ninja
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    I would ask that spies can't open settlements, though your rule sounds interesting.

    And just check full autoresolve IZob.
    Visor's Game - A Mafia game that's open for sign ups.

  8. #8
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by invicta View Post
    Can I ask if those 2 rules are valid even when fighting the AI?
    If possible I'd like to book Lithuania
    Yes both rules apply to the AI. You also need to add the appropiate screenshot(s) when fighting the AI.

    I'll book you in as Lithuania.

    Visor:
    I would ask that spies can't open settlements, though your rule sounds interesting.
    And just check full autoresolve IZob.
    I was thinking about no gates opened full on, but wasnt so sure about it. I had in mind, the more troops (units >=4) it would become impossiable for any spy to open the gates of a city or castle. I could limit it even further to say, any more then 2 (or 3) units withing a settlement, a spy cannot be used to open the gates.

  9. #9
    Ninja
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Gimme Scotland. While since I played em.
    Visor's Game - A Mafia game that's open for sign ups.

  10. #10
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    A player for scotland gos far and wide. Welcome aboard.

  11. #11
    Makrell's Avatar Governor of Scandinavia
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by IZob View Post
    Yes both rules apply to the AI. You also need to add the appropiate screenshot(s) when fighting the AI.

    I'll book you in as Lithuania.


    I was thinking about no gates opened full on, but wasnt so sure about it. I had in mind, the more troops (units >=4) it would become impossiable for any spy to open the gates of a city or castle. I could limit it even further to say, any more then 2 (or 3) units withing a settlement, a spy cannot be used to open the gates.
    Why not just turn on always autoresolve and we wont need the screenshot menace

  12. #12
    invicta's Avatar Ronin
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    If you are interested you may like this rule we implemented in Catholic 6:
    18) In order to sally one needs a force at least 1/3 of the besieging force
    This rule was implemented to counteract the common practice of sallying out even when you have no chance of winning,
    with the only purpose of denying the aggressor the money from the sacking.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  13. #13
    invicta's Avatar Ronin
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by Makrell View Post
    Why not just turn on always autoresolve and we wont need the screenshot menace
    SS are good also for checking the defeated army rule. And makes the campaign much funnier to follow.
    And HS with no SS is quite sad imho
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  14. #14
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by Makrell View Post
    Why not just turn on always autoresolve and we wont need the screenshot menace
    Because a screen shot is more then just the battle. It also shows the odds, character placement, the characters involved, etc I am not asking for full resolution, crisp PNG format images. You can save you uploading.

    Dose Makrell want to play?
    Last edited by IZob; April 04, 2011 at 06:07 AM.

  15. #15
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by invicta View Post
    If you are interested you may like this rule we implemented in Catholic 6:
    18) In order to sally one needs a force at least 1/3 of the besieging force
    This rule was implemented to counteract the common practice of sallying out even when you have no chance of winning,
    with the only purpose of denying the aggressor the money from the sacking.

    I may not use the rule, considering there is a difference in the quality of troops and the number of troops. A huge army of militia could lose to a 1/3 smaller force or trained military units.

  16. #16
    invicta's Avatar Ronin
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    Default Re: IZobs KGCM Hotseat [new, 10/12 seats open]

    about this:
    - (undecided if using) Modified campaign_script.txt (37.6 kb). "The modified campaing_script removes the AI kings bonus".
    If you decide to keep the AI kings bonus, keep in mind that the campaign will be very very though (which is not necessarily a bad thing).
    On Bellum Mundi where we can play battles (and so having a huge advantage) ,IB wrote he has many problems fighting the AI.
    I,as TO, would have been already defeated by Lithuania if I couldn't play battles, because AI because of this money continuous flow,
    keep recruiting more and more. So if you keep both AI bonus+only auto-resolve it is likely some players may be defeated by the AI (which may not be a bad thing necessarily, just to let you know).
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  17. #17
    Makrell's Avatar Governor of Scandinavia
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by IZob View Post
    Because a screen shot is more then just the battle. It also shows the odds, character placement, the characters involved, etc I am not asking for full resolution, crisp PNG format images. You can save you uploading.

    Dose Makrell want to play?
    that sounds like an awful lot of screenshots
    But anyhow i dont have KGCM

  18. #18
    Ninja
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    Default Re: IZobs KGCM Hotseat [new, 10/12 seats open]

    So if you keep both AI bonus+only auto-resolve it is likely some players may be defeated by the AI (which may not be a bad thing necessarily, just to let you know).
    Do it.
    Visor's Game - A Mafia game that's open for sign ups.

  19. #19
    IZob's Avatar one for the core
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    Default Re: IZobs KGCM Hotseat [new, 12 seats open]

    Quote Originally Posted by Makrell View Post
    that sounds like an awful lot of screenshots
    But anyhow i dont have KGCM
    Well you dont need to show screen shots for obvious wins or small naval battles. This hotseat has 751 attachments.

    You should try KGCM.

    invicta:
    about this:
    - (undecided if using) Modified campaign_script.txt (37.6 kb). "The modified campaing_script removes the AI kings bonus".
    If you decide to keep the AI kings bonus, keep in mind that the campaign will be very very though (which is not necessarily a bad thing).
    On Bellum Mundi where we can play battles (and so having a huge advantage) ,IB wrote he has many problems fighting the AI.
    I,as TO, would have been already defeated by Lithuania if I couldn't play battles, because AI because of this money continuous flow,
    keep recruiting more and more. So if you keep both AI bonus+only auto-resolve it is likely some players may be defeated by the AI (which may not be a bad thing necessarily, just to let you know).
    Thats the idea behind the proposal. As Im playing in C4, I'm having a hard time as TO to defeat an AI lithuania that has the AI kings bonous, when in vanilla, Lithuania should'v been defeated much sooner.

    I've tried to spread out the human factions to resolve some of this issue.
    Last edited by IZob; April 04, 2011 at 06:25 AM.

  20. #20
    Tonno's Avatar Ronin
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    Default Re: IZobs KGCM Hotseat [new, 10/12 seats open]

    I would like to join as Turks...(if no grasion skript)

    Pls now what to I have to edit?
    Last edited by Tonno; April 04, 2011 at 06:29 AM.
    "For after the their baptism the Croats made a covenant, confirmed with their own hands and by oaths sure and binding in the name of St. Peter the apostle, that never would they go upon foreign country and make war on it, but rather would live at peace with all who where wiling to do so; and they recived from the same pope of Rome a benediction on this effect, that if any other foreigners should come against the country of these same Croats and bring war upon it, then might God fight for the Croats and protect them, and Peter the disciple of Christ give them victories."
    Constantine Porphyrogenitus >>De Administrando Imperio<<

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