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February 01, 2013, 12:54 PM
#1
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Erm, Petite, i'll post a screen of the world map as soon i manage to make it work. - Done, look at the first post, i made an update with the world map.
About the name, they're random names. Each faction has a list of names to be used when a new general spawn, a new son or daughter born.
So, you need to build your Royal Family, you need to build one Vassal General for each Settlement you have, and still you need to send me a list with 60 randon names to be used for all generated male characters (the names from the mans of ur royal family and ur vassals must be included in that list), a list with atleast 24 family names to be used by the game to set the family name of ur characters (male and female), and a list with atleast 10~20 female names to be used by the game to set the name of any daughter of ur royal family and vassals (the previously created names for queen, princesses or ur vassal's wifes must be included on that list also).
If someway i didnt explained in the best way, take a look at the file i have uploaded, find "venice" faction and all the names above it and you'll understand what i'm talking about.
Last edited by DiegoLima; February 01, 2013 at 04:51 PM.
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February 01, 2013, 08:18 PM
#2
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
I think I understand ^_^. I'll get on that.
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February 02, 2013, 03:32 PM
#3
Libertus
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Updated my names post, and Diego, after this HS is up and running would it be possible for you to give out this mod/game as a SP campaign to me, or is that what it's being made as first?
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February 03, 2013, 01:53 AM
#4
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
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February 03, 2013, 11:06 AM
#5
Libertus
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Yeah, I man simply without the hotseat aspect?
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February 03, 2013, 11:11 AM
#6
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
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February 04, 2013, 08:18 PM
#7
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Hmmm.
In other customcharacter hotseats, there was a limit on command and movement points. The rest of the traits were a judgment call. This allowed for great customization.
On here, the line between a "good" trait and a "bad" trait hasn't been drawn. Would extra movement points cost more points, or would they not, since that does not raise any of the four stats. Does removing points from trading, allow me to add more points to command? What about traits like good with infantry, good with cavalry, good attacker, good defender, good ambusher, good night attacker, etc.?
TL;DR: The rules for character building are too vague.
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February 05, 2013, 01:45 AM
#8
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Show me where i can find better rules.
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February 05, 2013, 07:54 AM
#9
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Character Ancillaries: Characters can have 2 ancillaries but I urge you to be creative and make your own up rather than take any from the game itself. Like the portrait, get a picture if you can because if not it will be randomized by the game and turn out crap.
Character Traits: These can be found here (mod folder-data-export_descr_traits) Each character is limited to 10 traits including upgrades so a +4 in bravery will cost 4 trait slots. Two slots will be added for your characters biography and the night fighting skill.
Adding movement points costs 1 trait for the first 2 points and an additional trait for every point after.
If I have missed anything do not hesitate to say.
Those rules are from the Blackfyre Rebellion CCH. If you post examples of what would be considered a "good" and "bad" trait, that would be alright. Just still confused about traits that don't effect chivalry, command, piety, loyalty, trade.
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February 05, 2013, 08:46 AM
#10
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
To be honest I was confused about such things as well. More clarity in terms of bonuses not related to the Big Four - Command, Chiv/Dread, Loyalty and Piety - would be nice, I think. Also, sorry for the lack of updates in the past couple days. I've been busy with RL things.
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February 05, 2013, 09:56 AM
#11
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Will traits like RoyalBlood, RoyalRelations, FamilyMember, FactionLeader, FactionHeir, Biography be included for flavor, or do these traits affect the overall point system?
What about the LoyaltyStarter, just to give some loyalty to other characters without using points on it? NightFighterCapable is another one of those traits that would be good on a limited number of generals. Just throwing out questions.
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February 05, 2013, 09:57 AM
#12
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Reply to the duke dude below me 
That still doesn't solve the issue of NightFighting command, Attacking command, Defending Command, A Siege command, D Siege Command, Ambush Command, Infantry Command, Calvary command, and Movement Points.
Movement points can be pretty overpowered, Beron the Halfling in the original KotRaH mod had like +40% movement points and needed to be adjusted.
Last edited by xXAmonXx; February 05, 2013 at 10:32 AM.
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February 05, 2013, 10:28 AM
#13
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
How about:
A character can have 20 max points to be distributes across command, chivalry/dread, loyalty and piety. A minimum of 3 points must be spent on each.
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February 11, 2013, 05:55 PM
#14
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
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February 12, 2013, 05:03 AM
#15
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Hee Diego you got my PM with my portraits and house names right? Was everything allright?
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February 12, 2013, 05:24 AM
#16
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
I'm working on it, having difficulties to implement the new settlements, but i believe i can manage it.
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February 14, 2013, 10:07 PM
#17
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
Guys, i updated the first post with the the Actual Westers Map for our Hotseat. Please you all look on it, see your region and update your settlements, i managed to make it work, so i wanna run a test. Every Kingdom now has 15 Settlements, so i believe it's gonna be ok since everybody has the same amount now.
I need all the settlements lists asap, follow the rules on the first post and have fun.
Don't forget you need to create atleast one general for each one of your settlements.
As soon you all send me those informations, i'll work on the changes on the descr.strat to run a Beta Test.
The Kingdom of The Neck is free to be taken, so if you wanna try your luck, go ahead, they have a good starting position.
Last edited by DiegoLima; February 14, 2013 at 10:10 PM.
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February 14, 2013, 10:22 PM
#18
Libertus
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
What happened to the player who had the Neck before?
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February 15, 2013, 04:57 AM
#19
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
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February 15, 2013, 05:31 AM
#20
Re: [HS] Westeros Total War - A New Tale Hotseat - OPEN SLOTS
I updated my Regions and i also changed some previous names from city's/castle's. I also wanted to ask you something diego, is my custom settlement 15 the region in the most south east of my realm?
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