View Poll Results: Which Rules would you like to have in our new campaign?

Voters
13. You may not vote on this poll
  • Auto resolve only - 'no battle mode what so-ever'

    6 46.15%
  • Battle mode - 'can use battle mode or auto resolve whenever'

    2 15.38%
  • Battle mode allowed with AI only, Auto resolve (with screenshots) on Human Players

    5 38.46%
  • Limited Spy Rules - 'cannot open gates of cities'

    6 46.15%
  • Unlimited Spies - 'Spies can open gates, etc..'

    6 46.15%
  • Limited Siege Equipment - 'need larger equipment for larger cities'

    4 30.77%
  • Regular Siege Warefare - 'no restrictions'

    9 69.23%
  • Limited Pillaging - 'No scortched earth policy'

    9 69.23%
  • Regular Pillaging - 'scortched earth policy allowed'

    3 23.08%
  • Secure Treaty Enabled

    10 76.92%
  • Secure Treay Disabled

    1 7.69%
  • Limited Jihad/Crusade - 'Only attack the Target Kingdom'

    7 53.85%
  • Unlimited Jihad/Crusade - 'attack whoever'

    5 38.46%
Multiple Choice Poll.
Page 1 of 2 12 LastLast
Results 1 to 20 of 26

Thread: SS 6.2 RR/RC *Rules*

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default SS 6.2 RR/RC *Rules*

    Alright here are the Rules:
    Read them carefully before voting, as once the game starts there is no turning back



    Auto-resolve Campaign.

    And there is many reasons for this..
    Spoiler Alert, click show to read: 
    First:
    The AI is very weak minded, and easily abused but seasoned players of the campaign, despite tweaks to make the AI stronger, I and others have always found new ways to trick and easily winning heroic victories against the AI
    Second:
    Not only can you abuse the AI to win battles, but many people have easily figured out ways of destroying/capturing all retreating fleeing individuals, so very often, the victim of an attack might loose their entire army, which is not fair.
    Third:
    With Battlemode, A player who fights a battle and losses, can replay that battle again and again, until he wins... where as with Autoresolve usually the outcome can not be so easily changed, if you are outnumbered by better, more experienced troops, there's no way you can win.. or shouldn't at least
    Fourth:
    Battle-mode favors the attacker!, In other words, the winner of campaigns where battle-mode is enacted are those that attack, Defenders will most certainly always loose, The result is that everyone needs to build a fort, to ensure they are not attacked.
    Five:
    Nothing is siege, not cities nor forts, because it risks the army being attacked by a weaker one and losing.
    Six:
    Makes the turns go faster, people won't spend massive amount of time replaying battles..

    etc...
    Look the fact of the matter is, I love battlemode!!, I love to fight battles and I'm pretty good at it, but it doesn't work really well in these kind of campaigns, and unfortunately, Auto-resolve is more fair
    Limited spies/limited assassins --
    Spoiler Alert, click show to read: 

    Spies:
    Spy Rules: Spies can open gates of human forts!,
    Spies cannot open gates of human Settlements!
    Spies can open gates of AI settlements, forts, etc...

    How will it be enforced?,
    No, I don't want screen shots of every attack or invasions,
    Simply, the players of this campaign will be responsible for policing this rule...
    If you suspect someone has violated this rule than, REPORT it to me and I will investigate.

    Assassins:
    Assassin Rules: Assassins cannot kill Princes or Kings of Human players

    How will it be enforced?,
    Similarly,
    If you suspect someone has violated this rule than, REPORT it to me and I will investigate.
    Make sure you look at who you assassinate before you assassinate them

    What happens if i'm caught abusing these rules:
    If you are caught abusing these rules, you will be kicked from the Hot seat, although depending on the severity of the circumstance, the punishment could be altered,
    Limited siege equipment
    Spoiler Alert, click show to read: 

    Some Seige Equipment only works for some towns, cities, here is a list to show you which one will allow you to attack the settlement on the same turn you besieged it.

    Seige Equipment Rules: Balista can only be used on Small Towns and Motte & Bailys
    Catapults can only be used on Towns, Large Towns, and Wooden Castles
    Trebuchet can be used against Cities, Castles, and Fortress +


    What happens if I besiege a City and I have a Balista?, I can't use it?
    Yes and No, You can't use a Balista to attack the city on the same turn you besieged it (Even if you have that option), However, you can besige a city without using the Balista until the following turn (when you have proper siege equipment).

    What about forts?
    Any Siege weapon can be used on forts!

    What happens if i'm caught abusing these rules:
    If you are caught abusing these rules, you will be kicked from the Hot seat, although depending on the severity of the circumstance, the punishment could be altered,
    No/Limited Destroying buildings of cities --
    Spoiler Alert, click show to read: 

    Rules on pillaging Cities under siege cannot destroy any buildingswhatsoever!!
    You can destroy buildings(if you want) of a captured settlement only after 3 turns of holding it.


    Whats the beef with Destroying Buildings?
    Alright here is the deal, often the landscape of a campaign is rendued a virtual wasteland of destroyed towns as people burn their stuff to prevent it going in the hands of an ennemy, these rules are suppose to prevent them.
    I would ban pillaging all together, but sometimes for financial purposes inorder to build a much needed fleet or army, you might have no option but to pillage for funds.
    For this reason its acceptable, and should be done only for this reason.
    However, its often used by people who are about to lose a city, and destroy the buildings to prevent their enemy from having it.
    Similar tactics include, capturing an important enemy structure, only to destroy it and leave.
    And destroying structures before the enemy army can reach the city.
    Make sure to read this if you plan on pillaging!

    What happens if i'm caught abusing these rules:
    If you are caught abusing these rules, you will be kicked from the Hot seat, although depending on the severity of the circumstance, the punishment could be altered,
    Secure Treay --
    Spoiler Alert, click show to read: 

    New Rule: Secure Treaties

    Hello Everyone, its come to my attention -- that sometimes people have complained in past campaigns about treaties validation.
    These treaties include alliances, cease-fires, peace treaties, War pacts, city trades, special requests.. ect.

    Often the problem arises, when two parties make an arrangement, and one party fails to follow through. often taking advantage of the victims trust for their own personal gain.

    Here are a few examples of past situations:

    -- Player A and Player B agree one a ceasefire, Player A uses the Player B's trust to get himself in a better situation and continues his attack.
    -- Player A agrees to give money to Player B to persuade Player B to does something specific, Player B agrees but fails to deliver on his promise
    -- Player A and B agree to be allies to help against an common Enemy, Player A uses the trust to attack Player B

    And so on and so forth....
    Normally I would say that's part of the game, but...
    What I propose is a way to add a little security to the process of makings treaties, and punish malicious players.

    ----------------------

    First of all the Secure Treaty is Completely Optional. -- If you would like to make personal treaties with allies, enemies, friends..etc You still have that option.... But now you have another option the Secure Treaty.

    How does it work?
    Secure Treaty is simple, two people agree on a treaty and one of them publicly posts the treaty on a specific thread created for this purpose, the other player confirms on the same thread. Then the Contract is created and enforced.

    How Long will the treaty Last?
    The treaty will last for a period of no more than 3 turns, after the 3rd turn the treaty will become void. You may still choose to respect the treaty if you like, but if choose after the 3rd turn to break the original treaty, you will not be penalized for it.

    What happens if I break the treaty before the 3rd turn?
    Then you will be penalized, Don't worry you won't be kicked from the game, While Secure Treaty is meant to detour people from breaking a treaty, it isn't meant as a 100% fail-safe option. The penalty will be in the form of cash deduction -15000 florins for immediate breakage of the treaty (the same turn it was signed) and -10000 florins if its broken on the 2nd or 3rd turn of the treaty.
    Remember, while Secure treaty might help ensure a more secure form of treaty, its not a 100% fail safe, as people who break it might be fined, if they are rich, this might have little consequence. Still its better than nothing

    Secure Treaty sounds stupid, I want no part of it!
    If you don't like the sound of Secure Treaty, then don't use it, inform your allies, enemies that you won't use it and only make treaties with them the normal method. You can break the unsecure treaty's you make at will without being penalized. However, both parties (especially recipient) must realize that if an unsecure treaty is made, and the results is that you are back-stabbed, then no satisfaction will be given and you must live with the consequences. Remember Secure Treaties are totally optional.


    Any questions, ideas, or clarifications,
    Feel free to reply to this thread or send me a PM..
    Jihad/Crusade --
    Spoiler Alert, click show to read: 
    Normally I don't want to touch Crusades, or Jihads, because they are broken and easily abused --
    However, I think I will allow it under specific restrictions,
    Jihad & Crusades can Only be used to attack the Kingdom who was targeted for the Jihad Crusade..
    You can use it to attack their cities, Armies, fleets, Whatever you like, but you can't use the Jihad/Crusade to attack your neighbors or people you are at war with but not on Crusade against.

    For Example, if a Crusade is called on the Fatmids, and your the Portugal player, you cannot use a Crusading army to attack the Moors.
    This will be considered Cheating!!
    The only think you have to fear is... Me.

    TRIFORCE.


  2. #2
    Cooltosha's Avatar Semisalis
    Join Date
    Sep 2007
    Location
    Serbia, Slovenia, Slovakia
    Posts
    477

    Default Re: SS 6.2 RR/RC *Rules*

    I have cast my vote. I suggest other players do the same.

    Thank you.
    Magister Templi Sancti Banani dei pauperes commilitones Kongi Templique Sancti Banani - KONG WILLS IT!
    In Serbia, 90% of people listen to turbo-folk "music". If you are part of the 10% that listen to real music, including metal, put this in your signature
    Obama, your time is up. We're taking our country back from you liberal commies.


  3. #3

    Default Re: SS 6.2 RR/RC *Rules*

    i would vote if i could xD
    Multiple Choice Poll. Voters: 2. You may not vote on this poll
    guess i have not enough posts or smth

  4. #4

    Default Re: SS 6.2 RR/RC *Rules*

    Quote Originally Posted by warpmonkey View Post
    i would vote if i could xD

    guess i have not enough posts or smth
    If you cannot Vote on the Poll. then make you vote public on this thread, just say which you prefer, and which you don't
    The only think you have to fear is... Me.

    TRIFORCE.


  5. #5
    eregost's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    London, the capital of capitals.
    Posts
    3,227

    Default Re: SS 6.2 RR/RC *Rules*

    Pease add another option for Crusades. Namely allowing players to attack enemies on the way to the target.
    Rep me and leave your name and I promise on pain of death to rep you back!

    JOIN THE RTW ALL HUMAN MULTIPLAYER HOTSEAT CAMPAIGN HERE!

  6. #6

    Default Re: SS 6.2 RR/RC *Rules*

    Quote Originally Posted by eregost View Post
    Pease add another option for Crusades. Namely allowing players to attack enemies on the way to the target.
    Eregost, just vote Unlimited Crusade
    as thats pretty much what will be allowed. I won't allow people to attack same religions (unless excommunicated), or go in opposite directions with armies..
    The only think you have to fear is... Me.

    TRIFORCE.


  7. #7

    Default Re: SS 6.2 RR/RC *Rules*

    Battle Mode only vs Ai
    Spies may not open gates
    Regular Siege Warfare
    Regular Pillaging
    Secure Treaty Enabled
    Unlimited Jihad/Crusade

    That would be the things i like


  8. #8

    Default Re: SS 6.2 RR/RC *Rules*

    Battle Mode allowed with AI Only
    Unlimited Spy Use
    Regular Siege Warfare
    Regular Pillaging
    Secure Treaty Enabled
    Unlimited Jihad/Crusades
    NOW. LIVE IT. THE PRIME TIME OF YOUR LIFE!

  9. #9
    helmersen's Avatar Praepositus
    Join Date
    Sep 2008
    Location
    Oslo, Norway
    Posts
    5,746

    Default Re: SS 6.2 RR/RC *Rules*

    What's"Secure Treaty"?

    EDIT: Nevermind.
    Interested in how Attila and the new LONGBEARDS DLC plays?

    Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
    Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
    Total War: Attila with ERE vs Sassanids GEM at max settings:
    http://youtu.be/jFYENvVpwIs
    Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk

  10. #10
    Empedocles's Avatar Domesticus
    Join Date
    Nov 2004
    Location
    Buenos Aires, Argentina
    Posts
    2,186

    Default Re: SS 6.2 RR/RC *Rules*

    hi tri, I will join this campaing if you don't mind. SICILY for me.
    regards
    Last edited by Empedocles; January 16, 2010 at 03:22 PM.

    New version of all 77BC and 58BC can be found HERE

  11. #11
    eregost's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    London, the capital of capitals.
    Posts
    3,227

    Default Re: SS 6.2 RR/RC *Rules*

    But unlimited doesn't give that impression Tri. Unlimited by your description allows you to attack whoever. Thats not what I want.
    Rep me and leave your name and I promise on pain of death to rep you back!

    JOIN THE RTW ALL HUMAN MULTIPLAYER HOTSEAT CAMPAIGN HERE!

  12. #12

    Default Re: SS 6.2 RR/RC *Rules*

    Quote Originally Posted by eregost View Post
    But unlimited doesn't give that impression Tri. Unlimited by your description allows you to attack whoever. Thats not what I want.
    I understand, I can't change it now however, but I'll let everyone know now that by Unlimited Crusade/Jihad means that you can use your crusading army to attack anything on its way towards the target except same religions (used by a bug) or attacking specific locations that are not on its way towards the Target...


    its the best I can do, because usually if your Jihad/Crusade army is not moving towards the target they usually would disband (unless you abuse a bug), but ill be very specific if this rule is chosen.
    if anyone would like to change their vote, they need only say so on this thread
    The only think you have to fear is... Me.

    TRIFORCE.


  13. #13

    Default Re: SS 6.2 RR/RC *Rules*

    feels faggy to only vote for restrictive rules ... especially since Merlox isnt even participating... x P but whatever... as all these restrictive rules are enhancing game play sissy voting style is acceptable

  14. #14

    Default Re: SS 6.2 RR/RC *Rules*

    3 More votes : D


  15. #15
    AgentSmith's Avatar Foederatus
    Join Date
    Aug 2009
    Location
    Barrow, Alaska, US
    Posts
    37

    Default Re: SS 6.2 RR/RC *Rules*

    OK I voted, if im still in
    MISTER A-A-ANDERSON......

  16. #16

    Default Re: SS 6.2 RR/RC *Rules*

    Shouldn't it be 14 votes with mine and WEAREGODS' ?


  17. #17

    Default Re: SS 6.2 RR/RC *Rules*

    Quote Originally Posted by Gurkbert View Post
    Shouldn't it be 14 votes with mine and WEAREGODS' ?
    i havent voted yet
    so here it is:
    Auto resolve only
    Limited Spy Rules
    Limited Siege Equipment
    Limited Pillaging
    Secure Treaty Enabled
    Unlimited Jihad/Crusade

  18. #18
    eregost's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    London, the capital of capitals.
    Posts
    3,227

    Default Re: SS 6.2 RR/RC *Rules*

    Triforce there is a limit to the amount of factions allowed before the game CTD. So we are too many I think.
    Rep me and leave your name and I promise on pain of death to rep you back!

    JOIN THE RTW ALL HUMAN MULTIPLAYER HOTSEAT CAMPAIGN HERE!

  19. #19

    Default Re: SS 6.2 RR/RC *Rules*

    classical ohio like outcome… guess someone has to make a decision on the spy issue… 6 vs 6…

  20. #20
    Cooltosha's Avatar Semisalis
    Join Date
    Sep 2007
    Location
    Serbia, Slovenia, Slovakia
    Posts
    477

    Default Re: SS 6.2 RR/RC *Rules*

    Make the decision, limit the number of the players to 12, as Eregost wanted (I don't want 30000000000 unactive retarded players) and start the game already!
    Magister Templi Sancti Banani dei pauperes commilitones Kongi Templique Sancti Banani - KONG WILLS IT!
    In Serbia, 90% of people listen to turbo-folk "music". If you are part of the 10% that listen to real music, including metal, put this in your signature
    Obama, your time is up. We're taking our country back from you liberal commies.


Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •