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Thread: HSL Round 1- Ancient Conquest

  1. #1
    Macrath's Avatar Domesticus
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    Default HSL Round 1- Ancient Conquest



    This mod is designed solely for Campaign playing, with a lot of attention given to the map, the models and the ui. It does NOT support real-time battles, which means that you can ONLY auto-resolve your battles. It does however support Hotseat Campaigns, and that’s where the mod truly comes to its full potential. Tested by experienced Hotseat players, bug-free and balanced, this mod guarantees an epic Hotseat experience.
    To join you will need to download and Install Ancient Conquest v1.0(Download is only 250mb) which can be found here
    http://www.twcenter.net/forums/showt...0-Full-Release


    The Map and Border
    The Red Line is the Campaign Border You may not cross this with any unit.

    Victory/Defeat Conditions
    1) Hold the most Regions by Turn 50
    2) Have all remaining Factions Declare you as the one True power and surrender to your rule becoming either a Vassal or Declaring complete surrender and leaving the HS entirely.
    3) Simply Destroy all other Factions

    1) You will lose if your nation is destroyed. Obvious, i know




    The Factions
    Admin Samar
    Gaul- ebs
    Illyria-
    Nonorios
    Rome-
    Vipman
    Etruria-
    tavix
    Carthage-
    themzr
    Syracuse-
    Axis Sunsoar
    The Rules

    Battles
    - All battles are auto-resolved. Screenshot required for all battles against human players displaying odds (Not necessary for overwhelming odds), and result of battle. Armies involved in battle must be shown in screenshots with banners visible and also unit card of ballista/catapult used to assault the city.
    - You are not allowed to move armies next turn if they were defeated by a player that comes after you in turn order. (Basically all defeated armies can not move 1 turn)
    - Prisoners cannot be ransomed after battle. Release or execute.
    - Heroic victories are not allowed, unless a clear victory cannot be obtained and admin approval is given.
    - Not allowed to draw out army from ambushing position by attacking it with 1 unit army.
    Naval
    - Ships cannot be attacked in ports. Ships in ports cannot contain land troops.
    - Ships cannot leave a blockaded port until the blockade is broken. This counts only for naval blockade.
    - Demolishing a port to get around the previous rule isn't allowed, you must wait until the following turn before moving ships stationed in the blockaded port.
    - Not allowed to bypass an enemy ZoC with land armies by using fleet bug.
    Sieges
    - Ballista can assault wooden walls, catapult required to assault city with stone walls or higher.
    - You cannot sally out when facing certain defeat for any reason such as denying the attacker the option to sack/exterminate or luring him/her in a trap.
    - You cannot besiege a settlement solely to deny the besieged army from participating in battles (with enemy forces next to the settlement).
    - Sieging with a clearly inferior force (such as to deny trade/recruitment/...) is forbidden.

    Expeditions/Invasions Allowed:
    - Only one stack per faction can participate.
    - Cannot attack same cultured faction through tricks (by abandoning Invasion, attacking, and then rejoining for example. Or by going near and then attacking with another army.).

    Agents
    - Assassins limited at 2 per faction, and +1 for every 12 regions owned. No sabotage. Assassins can only kill agents, family members/generals/princesses not allowed. They require 50% chance
    - A Spy can enter a settlement only if he has at least 60% chance.
    - Spies can open gates only if there are 5 or less units inside
    - Spies aren't allowed to spread plague.
    - Bribing allowed.
    - Merchants can seize other merchants, minimum chance required: 50%.

    AI factions & Diplomacy
    - No gifting provinces in war zone (regions sharing a land border with an enemy faction) to Persia. Not allowed to ally Persia.
    - No money gain allowed through diplomacy with AI factions.
    - Minimum chances and restrictions of agents do not apply to actions against AI factions (except Persia).
    - Gifting settlements is allowed, but spawned troops must be disbanded except for one unit. This unit cannot move the turn of accepting the gifted settlement.
    - Not allowed to suicide your faction by giving away money, regions etc
    - Any new player taking command of a faction previously held by another player cannot attack a faction he's officially allied with for at least 5 turns, or until the allies of that faction break the deal.

    Forting and watchtowers
    - Only 1 fort per region per faction allowed
    - Not allowed to place watchtowers to prevent forting.

    Destroying buildings & Exterminate
    - No destroying buildings when settlement is under siege
    - No destroying wonders
    - Exterminating not allowed!

    Exploits (+ any other that I can't think of but is obvious)
    - Indirectly breaking sieges or port blockades by alliance with factions allied to the enemy faction (turning them neutral) not allowed.
    - Merchant stacks not allowed (placing several merchants in an army or fort/military-unit securing a resource).
    - You cannot kill agents by surrounding them with troops.
    - No surrounding of an army solely to deny a retreat.
    - Luring ambushers into ZoC of forts\settlement solely to deny them movement is forbidden.
    - No usage of various movement bugs allowed.
    - No repeated attacks on 'yoyo/fort buged armies'.

    Victory conditions
    - Play to win. 35 regions + Starting Capital. Any other thoughts here?

    General
    - 24h to play your turn, though you may ask for an extension (not more than 12h) or someone to sub.
    - Notify next player of his turn. Use private message instead if requested by the player.
    - Original moves must be kept when replaying turns, especially if they involve battles versus other players. The factions which were the reason of the replay, can move forces involved freely, but other battles must be done as in the original save.

    Last edited by Macrath; June 03, 2014 at 11:34 PM.

  2. #2
    tavix's Avatar Vicarius
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    Default Re: Ancient Conquest- Birth of an Empire [A new mod designed for HotSeats]

    Damn, im in too many already.. ill pick Etruria
    Also, you can add Tarantas, blue spot in SE Italy.

  3. #3
    Macrath's Avatar Domesticus
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    Default Re: TWC HotSeat League tournament of Champions- Ancient Conquest

    If we get enough interest i will see about adding in Tarantas, but currently i would like to keep the faction # at six in hopes the campaign will move at a steady pace.

  4. #4
    themzr's Avatar Primicerius
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    Carthage please

  5. #5
    jemdkyl's Avatar Senator
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    I need to do a reinstall of MTW2 Kingdoms and all the mods.. damned Steam is giving me trouble again. Sadly I cannot see faction strengths at the moment but I guess I will go with Syracuse.

    Again I will have to object to this rule..

    -Only Guilds And Military buildings(Ports included) are allowed to be destroyed, but only if you have held the settlement for more than 2 turns.

    Destroying buildings really kills the game. It's a cheap source of cash for players who don't know how to manage their economy. It's the one thing that kills Westeros and we should learn from it. "Oh lel destroy all buildings and mass produce armies!" I don't like it. I don't mean to be a bugger but I will not play if that rule doesn't change.

    Come to think of it I am also in a crazy number of hotseats and my school starts on Monday so I should not make any further commitments.. sorry.
    Last edited by jemdkyl; February 06, 2014 at 07:49 AM.

  6. #6
    Macrath's Avatar Domesticus
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    If the majority want a rule gone we will drop it. The rule in question has been altered a bit and there is a cap for how low your treasury can drop.

    Please everyone check the rules and post a comment if you feel something needs to be changed/added/removed from the list

  7. #7
    Jiub's Avatar Praepositus
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    I'm just sorry that this mod was chosen. I mean I'm glad all sorts of mods pop up to be used by the community. It's variety is healthy.
    But this is definitely not a mod for a TWC Tournament. I mean, SS is the foremost mod of them all. It's been the most played mod ever here, and if a tournament is to be held, it should either be comprised of several mods or, if only one, then SS is the most obvious choice of all. For this reason I'm not even considering joining this tournament (that and the insane number of hs's i've gotten myself in ).


  8. #8
    ebs's Avatar Centenarius
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    Gaul for me!

  9. #9
    Samar's Avatar Civis
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    Could play as Rome Or I could admin, but it'd be my first time as admin.

  10. #10
    themzr's Avatar Primicerius
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    I agree with jemdykyl to remove the razing buildings rule

  11. #11
    Macrath's Avatar Domesticus
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    Quote Originally Posted by Jiub View Post
    I'm just sorry that this mod was chosen. I mean I'm glad all sorts of mods pop up to be used by the community. It's variety is healthy.
    But this is definitely not a mod for a TWC Tournament. I mean, SS is the foremost mod of them all. It's been the most played mod ever here, and if a tournament is to be held, it should either be comprised of several mods or, if only one, then SS is the most obvious choice of all. For this reason I'm not even considering joining this tournament (that and the insane number of hs's i've gotten myself in ).
    The most obvious choice is often the most boring choice. The fact is this is a new mod for TWC and is very well done. Being a new mod means everyone is on an even playing field and generally all have the same level of experience with the mod. The mods that everyone has been playing HotSeats in for years have many people that know the ins and outs of each faction like the back of their hand.

    Also this mod is only planned to be used for two or three rounds.
    The tournament layout will either be all Stainless Steel and Ancient Conquest or it may end up being a mix of multiple mods. Round 2 Is planned as a Stainless Steel HotSeat and will be announced shortly.
    Last edited by Macrath; February 06, 2014 at 02:30 PM.

  12. #12
    Vipman's Avatar Protector Domesticus
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    Default Re: [TWC HotSeat League] Tournament of Champions- Ancient Conquest

    Can I take Rome for a spin then?

    I also don't like the destroying of military buildings, also the 4 spies limit and the rule about disbanding units when going into debt, but oh well...

    Oh and rule limiting equivalent of crusade/jihad armies to just 1 stack must be added. And maybe rule that says it has to use most of its movement points to go to the target.

  13. #13
    jemdkyl's Avatar Senator
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    Default Re: TWC HotSeat League Tournament Round 1 is Full (Round 2 Starts soon)

    I left this one, my edit wasn't seen I think. I decided to join the SS version instead. Good luck to all!

  14. #14
    Macrath's Avatar Domesticus
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    Rules have been updated. I have decided to use the rules Samar(The Mods Creator) laid out in the Ancient Conquest HotSeat thread. He created the mod and has more experience than I so i find it fitting that he be the one to decide upon the majority of the rules.

    This is his first draft of the rules so if you have any suggestions as to what needs to be changed/added/removed then talk to Samar via PM or respond in the AC HS Thread here http://www.twcenter.net/forums/showt...0#post13618430

  15. #15
    Vipman's Avatar Protector Domesticus
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    It's not all about what rules are better for what mod, each person has its own preferences, playing styles can be different depending on what hotseats you've been. There can be different visions upon what rules are better for the mod. And ultimately a hotseat is made for its players, if the players want rule changes it should be done. I'm just speaking in general here, not of any particular case.

    I expressed my suggestions in that thread.

    On topic, is someone else wants Rome, I can take Syracuse instead.

  16. #16
    tavix's Avatar Vicarius
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    Maybe you can change this rule with 1 fort per faction/region and not 5 units inside limit.

    Forts require a minimal garrisson of 5 units (Do not need to be full units).

  17. #17
    Vipman's Avatar Protector Domesticus
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    Yes 1 fort per faction/region please.

  18. #18
    Axis Sunsoar's Avatar Domesticus
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    I'll take Syracuse if its still needed

  19. #19
    Vipman's Avatar Protector Domesticus
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    Yes you can take it

    Now Samar just has to create the hotseat

  20. #20
    Samar's Avatar Civis
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    Default Re: TWC HotSeat League Tournament Round 1. ONE SPOT OPEN

    Ok! So are these fine? Should I send to Syracuse the first turn?

    scroll = 1
    turns = 1
    disable_console = 1
    admin_password = ***********
    update_ai_camera = 1
    disable_papal_elections = 1
    autoresolve_battles = 1
    validate_diplomacy = 1
    save_prefs = 1
    autosave = 0
    save_config = 1
    close_after_save = 0
    gamename = TWC HotSeat League
    validate_data = 1
    allow_validation_failures = 0

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