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Thread: [TES HS] Tamriel III TES

  1. #1
    Jadli's Avatar The Fallen God
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    Default [TES HS] Tamriel III TES

    Tamriel III



    Files


    We wil be using The Elder Scrolls mod
    1.0
    (
    or alternative torrent link
    ) +
    patch 1.2
    +
    my new patch
    (install in this order).

    Admin - HouseStarkFTW




    Players
    Tamriel Empire - Ventos Mustel

    Kingdom of Daggerfall - saleska2
    High Kingdom of Skyrim - Admin Subbed
    Third Aldmeri Dominiom - Tasunke
    Clans of Blackmarsh - REDBOOSTY
    Clan of Forebears - Dead, Killed by Daggerfall and Orcs
    Kingdom of Pelletine - cowcow
    Kingdom of Orsinium - captainnorway
    Lord Dagoth Ur (+ Tribes of Ashlanders) - Captain Melon
    Nerevarine The Reborned (Tribunal Temple + Great House Hlaalu) - OPEN




    Note
    The Campaign starts shortly before the events of TES III an IV, so all players start as vassals of TE ( except Lord Dagoth Ur).
    Most of the events will not be removed, so Nerevarine is ingame. Players will also have to face Oblivion Crisis ( which will happen much sooner than in vanilla).

    Map
    Spoiler Alert, click show to read: 


    Turn 5
    Spoiler Alert, click show to read: 




    Turn 10
    Spoiler Alert, click show to read: 

    The Rules
    - You have 24hrs to complete your factions turn. This rule will be strictly enforced by the Admin..
    - If you can not complete your turn within the time limit then inform the Admin before your 24hrs is up. The Admin may then choose to sub the turn or occassionally may grant a 12-24hr extension.
    -The Admin will not waste time trying to make contact with a late player. Its up to you to let the admin know you will be late. If you do not, then expect to be subbed. If you are late too often or constantly need extensions you will be replaced
    - When admin intervention is needed you must send admin a PM explaining the situation. Don't bother posting issues about other players on the main Thread.
    - No exploits/bugs allowed. F.e. movement bug, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect
    - If you are discovered using an exploit/bug/cheat of any kind then you will be removed from the HotSeat. This is a 0 tolerance rule. So if you think what you are doing might be an exploit.. well then guess what? It probably is. Confirm with the Admin if needed before making a post.
    - No exploiting AI factions allowed

    Military rules
    - Battles between human players are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit (ballista/catapult/trebuchet) must be visible if used to directly assault settlement.
    - Battles against AI may be played manually.
    - NO ONE TURN PEACE. You can invade/enter anyone's land on Turn1 UNLESS they have not played their turn yet.

    - Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the tringurn list. Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.
    - Heroic victories vs players aren't allowed (exception when it's impossible to get another result)
    - Ships cannot leave blockaded ports without defeating enemy ships first. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. Ports can be also blockaded by land units -
    At least two units of land army for each ship inside the port are required to blockade the port.
    -
    Not allowed to post defeats.
    - You are not allowed to besiege a settlement to deny garrison participation in the battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
    - Each unit of balista/ trebuchet/ catapult can be used just once in each turn to take settlement.
    Balistas can assault wooden cities/castles,
    catapults can assault also base stone walls/forts/castles
    and trebuchets can assault also large/huge stone walls/fortresses/citadels.
    - Magicians allow you to attack a higher level of walls - So for example with ballista+mages you can attack forts/stone walls. ( GB mages dont count)

    - Limit of 2 forts per region/player. Minimum of 4 units per fort.

    Agent rules
    - Whether a spy may open gates the gates of the settlement depends on the size of the settlementīs garisson. If a settlements is defended by at least 720+ soldiers, then spies MAY NOT open the gates. If a settlement is defended by fewer than this number, then spies may open the gates without restriction. Screenshots must be posted.
    - Assassins arent allowed to kill FL, FH and any other family members. They can sabotage
    ( 60%), and they can kill generals They need 60% chance to assassinate, against other assassins just 40% needed. Screenshots required.
    - Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required


    Settlement rules
    - Destroying buildings isnt allowed (only exceptions are churches, which can be destroyed immediately after taking a settlement, and mage buildings)
    - When receiving a region through diplomacy all units except 1 must be disban
    ded.
    Last edited by Jadli; March 01, 2018 at 12:01 PM. Reason: OP Update

  2. #2
    cjm81499's Avatar Biarchus
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I will take the Clans of Blackmarsh, please!

  3. #3
    zkarel's Avatar Senator
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Tribunal pls

  4. #4
    Ramble12's Avatar Domesticus
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I think I will change my opinion and take Aldmeri instead. Want somewhat peaceful start
    Last edited by Ramble12; May 28, 2016 at 02:32 PM.

  5. #5

    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Nvm

  6. #6
    Captain Melon's Avatar Senator
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I wish to be Lord Dagoth Ur


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  7. #7
    Kilicarslan33's Avatar Senator
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    AD

  8. #8

    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Ill take clan of forebears

  9. #9
    Jadli's Avatar The Fallen God
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Quote Originally Posted by Ramble12 View Post
    I think I will change my opinion and take Aldmeri instead. Want somewhat peaceful start
    kilic claimed them a minute earlier than you

  10. #10
    Ramble12's Avatar Domesticus
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Eh, bad connection. First come, first served I guess

  11. #11
    Jadli's Avatar The Fallen God
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Quote Originally Posted by Ramble12 View Post
    Eh, bad connection. First come, first served I guess
    You were served Skyrim, in the meantime I served AD to kilic, after that you also wanted AD. Kilic was first If you really wanna AD, you should talk to him

  12. #12
    Ramble12's Avatar Domesticus
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I meant no problem and I was totally ok with Kilic playing AD

  13. #13
    Kilicarslan33's Avatar Senator
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    First, i saw your post, you wrote skyrim and i thought skyrim was taken and i front to Ad. Now i did some practice. And sorry about this situation i will play with Ad.

  14. #14

    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I'm taking a look at the mod but tentatively going for Daggerfall

  15. #15
    Jadli's Avatar The Fallen God
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    The Undead could remain AI, but we still need at least 2-3 ppl

  16. #16

    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I'll play Kingdom of Orsinium

  17. #17
    Fernandez_1492's Avatar Vicarius
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    I dont know jack about tes. So for that reason, im out.

  18. #18

    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Thank you for inviting me. However, I don't want to devote to a campaign that's completely new to me. Also, I don't have much free time once summer is over. I don't want to quit in the middle. I probably won't join anymore new hotseat for a while (not until I win all the current ones ).

    I can co-admin if you would like! As it doesn't need much thinking and planning.

  19. #19
    Jadli's Avatar The Fallen God
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Quote Originally Posted by yzj991 View Post
    Thank you for inviting me. However, I don't want to devote to a campaign that's completely new to me. Also, I don't have much free time once summer is over. I don't want to quit in the middle. I probably won't join anymore new hotseat for a while (not until I win all the current ones ).

    I can co-admin if you would like! As it doesn't need much thinking and planning.
    Ok, thnx

    We launch this weeked, it seems Hammerfall and The Undead will remain AI

  20. #20
    Lord Luka's Avatar Senator
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    Default Re: Tamriel III TES HS - NEW HS - OPEN SPOTS!

    Thanks for the invite. Maybe I can try the clan of Forebears.

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