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Thread: [Newbloods HS] TES Newbloods V

  1. #1
    Jadli's Avatar The Fallen God
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    Default [Newbloods HS] TES Newbloods V

    The Elder Scrolls Newbloods V
    Morrowind




    Are you new to the hotseating or havent even started yet? Then this is a hotseat for you!

    Welcome to Morrowind dear Newbloods. We will be using my Unoffcial Patch 1.41 for The Elder Scrolls. Info about the mod and download links can be found HERE. This campaign shall be taking place in Morrowind, a region of Tamriel, during the events of The Elder Scrolls III Morrowind and The Red Year.
    Only newbloods are allowed to join. Newbloods are those, who have no, or a very little experience with hotseating.



    Admin - Jadli
    Co-admin - OPEN



    Factions
    Tribunal Temple - OPEN
    Great House Hlaalu - TheCzarsHussar
    Great House Redoran - OPEN
    Great House Telvanni - OPEN
    Great House Dres - OPEN
    Tamriel Empire - pekerg

    Great House Dagoth (unplayable)
    Tribes of Blackmarsh (unplayable)

    Events
    The Sixth House
    Red Year


    Map updates


    The Rules
    - Time for alliance to play your turn is 24h. The Admin may grant an extension occasionally.
    - No exploits/bugs allowed: Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.

    - Suiciding a faction you play is not allowed, and may result into a removal from all GS events.

    - Diplomacy is allowed, however there can be only one winner.


    - List of known bugs:
    1) The naval fort bug: No using ships to bypass a fort's or a settlement's Zone of Control.

    2) Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.

    3) Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
    Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.

    4) Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.

    5) Attacking ships inside the port - Attacking ships that are inside ports is not allowed.

    6) Recruitment pool fill up - Quing up units in the recruitment sloots to increase artifically units/agents maximum number you can recruit in one settlement.

    7) Recruting mercenaries in forts with depleted movement points - Using forts to get illegal maximum movement points to mercenaries in a depleted army.

    8) Using ships to get more movement range - Using ships to give more movement range to armies on seas.


    Military rules

    - No one turn peace ( although you cannot attack land of the enemy alliance, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
    - All battles 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 must be visible if used to directly assault settlement. In some matches manual battles against AI will be allowed.
    - 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 turn list.Armies standing in a settlement when defeated are excluded from this rule.
    Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds are higher for the attacker than 1:1.
    - You are not allowed to post a defeat
    - Ships cannot leave blockaded ports. 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.
    -Not allowed to besiege a settlement to deny its garrison participation in battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - Not allowed to build watchtowers.
    - You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
    - Limit of 2 forts per region per faction. At least 4 per fort are required.
    - Each unit of siege equipment can be used just once in each turn to take settlement.
    Ballistas can assault wooden walls and forts,
    catapults can also assault basic stone walls/castles,
    and trebuchets can also assault also large stone walls and fortresses.

    - Huge stone walls, citadels and capitals cannot be assaulted by any unit of siege equipment, only a siege.

    Agent rules

    - Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals, huge stone walls, citadels its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least 1200 soldiers (720 for capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
    - 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

    - Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.

    Settlement rules

    - Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
    - Not allowed to exterminate settlements.
    - Two factions can trade maximally one settlement per turn. Such settlements musnt be in war zone.



    List of Hotseat Guides

    ~ Apart from reading the guides, it is also suggested all new players take the time to watch the video below ~
    Last edited by Jadli; January 05, 2018 at 04:43 PM.

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    We will be using the upcoming hotfix, so even if we get filled, we will not start sooner than in a week.

  3. #3

    Default Re: [Newbloods HS] TES Newbloods V

    Sure I'll give it a go, only Morrowind faction I've played before being the Sixth House but that's locked (And for good reason too, goddamn those Dreamers are OP as hell in autoresolve ).

    I guess I'll go with Hlaalu, was about to pick Tribunal Temple but I recall they're also pretty powerful.

  4. #4
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    Yours!

  5. #5

    Default Re: [Newbloods HS] TES Newbloods V

    Excellent, my only concern is that I haven't really tested Autoresolves with your submod.

    I'm guessing it's not as broken as vanilla Med 2?

    Please don't take insult, just had some bad experiences with autoresolving prior.

  6. #6
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    As Im primarily a hotseater, I naturally give a lot of care to AR. Will be even more polished within the hotfix

  7. #7

    Default Re: [Newbloods HS] TES Newbloods V

    Wonderful, other then getting my ass kicked I have nothing to fear

  8. #8
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    You lack imagination friend. Wait for The Red Year

  9. #9

    Default Re: [Newbloods HS] TES Newbloods V

    We also forgot to quiver in fear of Fargoth Ur!

  10. #10

    Default Re: [Newbloods HS] TES Newbloods V

    Is this going to have a different campaign map from the base (sub)mod?

    Because if so it'll be useless memorizing the settlement locations if that's the case.

  11. #11
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    It will be the same map (Vvardenfell map is not ready yet, hopefully TES NB VI), with most of Tamriel being restricted. However, there will be lotta changes on starting positions, economy, characters and so on.

  12. #12

    Default Re: [Newbloods HS] TES Newbloods V

    I should have reloaded this page before making that comment in the Bug PM, I was worried about that Tribal Temple army standing right outside Almalexia enough to make me want to switch factions.

  13. #13
    Jadli's Avatar The Fallen God
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    Default Re: [Newbloods HS] TES Newbloods V

    As I said, there will be many changes to the scenario

  14. #14

    Default Re: [Newbloods HS] TES Newbloods V

    Continuation of an otherwise official Gaming Staff series by a Non-Gaming Staff is not permitted, calling it 'unofficial this time' and removing the rewards I'm afraid doesn't quite cut it. The host is free to create his own games if he wishes but continuation of any Gaming Staff events without being Gaming Staff is not something that's allowed. Thread closed.

    Apologies for any inconvenience
    - SoulGamesInc, Gaming Director

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