Evil Team:
Isengard: themzr (took over on turn 19)
Mordor: VACANT
Rhun: LordPureLegacy (took over turn 34)
Rules
This hotseat is Good factions vs Evil factions.
Subject to change before the hotseat begins.
Spoiler Alert, click show to read:
Administrative:
Long campaign
Manage all settlements
M/M Difficulty
General
You may reload your turn as many times as you want
Turns must be taken within 24 hours or 48 hours with notification. If you cannot play your turn, please make arrangements for subbing (preferably with your teammate!)
Please PM or VM the next player in line
Gameplay
No Invasions
You must autoresolve all battles
You may gift regions to another faction, but you must disband all but one unit immediately. This unit is considered a free "home guard" unit and cannot leave the settlement under any circumstances. The home guard unit must also be disbanded within 3 turns.
No gifting settlements at risk of capture
No heroic victories unless it is impossible to achieve a different result (at least 5 reloads)
Post screenshots of all battles against other players: deployment screen and results screen. I think this makes following a hotseat much more interesting. Note – you do not need to post screenshots for lopsided battles, i.e. 1,000 vs. 100, but please mention the battle in your post
No Assassins
No surrounding armies with smaller stacks to deny a retreat. You are allowed to block bridges or river crossings
No mercenary transport ships
All crossings points of the Anduin are in play
Units defeated by a player coming after you in the turn order may not move or attack on your subsequent turn
Bribing is allowed
Sallying from a settlement under siege is not allowed if it results in the settlement falling to the besieging force immediately thereafter (on your turn)
You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces. If all forces wishing to attack are within range of the ambushing army then it may be brought out of ambush and attacked with those forces.
Buildings
No destroying any buildings if the settlement is at risk of capture
Exterminating settlements is not allowed. You may sack or occupy
On the turn you capture an enemy settlement, you are only allowed to destroy inns and cultural buildings. This rule stays in effect until you have held a captured settlement for 3 turns
After you hold a captured settlement for 3 turns, buildings can be destroyed without restriction (provided the settlement is not at risk of capture)
Spies
Whether a spy may open the gates of a settlement depends on the size of the settlement’s garrison. If a settlement is defended by 720+ elves, 900+ men, or 1500+ orcs, 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
Note – Isengard must have 1500 soldiers in a settlement before it is safe from spies, even if some of those soldiers are dunlandings (men). This is because the standard unit size for Isengard is 250 across the board. Rhun, on the other hand, falls under the 900 man category because its standard unit size is 150
The purpose of this rule is to allow players to defend their settlement without fear of losing their garrison due to spies. Its justification is that a settlement with more defenders has better surveillance and it would be harder for spies to operate. I also want to keep the rule simple, which is the reason for the hard limit. So basically if you defend a settlement with 6 full units worth of troops, you are safe from spies
Spies may open the gates against the Rebels (AI) without restriction
Rules are open to change based on a vote by a majority of players
Last edited by joerock22; September 16, 2017 at 02:48 PM.
Reason: ended
Please post if you are interested in playing. Please include:
- If you would like to play Good factions versus Evil factions or if you would prefer to play every faction for itself (Free-for-all).
- Which faction you would like to play.
We've got 7-8 players for 6 spots so those players who are left out will be the first players asked to replace any players who can no longer play. If there is enough interest for a second hotseat then I'll make another.
I added a map and some map rules (both subject to JWANT's review and approval). Please review both before taking your turns. Good luck to everyone and thank you for participating. Thank you also to JWANT for starting this.
Is there a patch i need to download?
I can open the save files for the other hotseat, but not for the file you sent me.
:/
Sorry guys
This hotseat uses regular 3.2 TATW. The patch hotseat you last played in used modified files which won't be compatible with this hotseat. That causes the game to crash when opening the save file.
If you delete your TATW folder and reinstall the game it will work. Alternatively, you can replace your current Descr_strat and Export_descr_unit files with their originals (if you made a backup before you installed the modified hotseat patch files. I can upload the original files for you shortly so you can try that before you reinstall the entire mod.
Here are the original files you can use to replace the modified files you have:
This hotseat uses regular 3.2 TATW. The patch hotseat you last played in used modified files which won't be compatible with this hotseat. That causes the game to crash when opening the save file.
If you delete your TATW folder and reinstall the game it will work. Alternatively, you can replace your current Descr_strat and Export_descr_unit files with their originals (if you made a backup before you installed the modified hotseat patch files. I can upload the original files for you shortly so you can try that before you reinstall the entire mod.
Here are the original files you can use to replace the modified files you have:
The older one. I am re-downloading it all right now, maybe an ally could do my first turn and ill be up and running for the second one.
So i do not cause further delay.
This hotseat is just vanilla 3.2 TATW which is what you get when you install the mod. No balance patch for this hotseat so no additional files are needed but if you have the balance patch files installed you'll need to switch back to the original mod files.