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Thread: [The Elder Scrolls - Unofficial Patch 1.42] Black Drake

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    Default [The Elder Scrolls - Unofficial Patch 1.42] Black Drake

    Black Drake
    All factions HS


    We will be using my newest Unofficial Patch 1.42 (install the official release 1.41, then unofficial patch 1.41 and the 1.42 hotfix).
    Alternatively, you can also use full link (just extract into your mods. No other download required)

    Check out The Elder Scrolls Hotseat Guide!

    Admin
    Ramble12


    Co-Admin
    Joerock22

    Factions
    - Each player will be playing two factions. If we dont have enough players, some factions might be turned AI/removed/merged.
    - Max 12-13 players most likely.
    - Which faction will be together will be decided later, thus wait with picking a faction till that is done. Although, you can state which factions you want to play and Ill see what can be done
    - The two you will be playing will be far from each other (ideally on the other side of the map, apart from some exceptions) so it will as close as possible to "having 24 players)

    Tamriel Empire (Longhouse Emperor Dynasty)/Tribes of Ashlanders - OPEN
    Colovia and Nibenay (House Tharn and Aquilarios)/Great House Telvanni - Potatoto
    Clan of Forebears / Great House Redoran - PeaMan
    Kingdom of Wayrest/ Kingdom of Pelletine - Jadli
    Kingdom of Wrothgar/ Great House Dres - joker
    Kingdom of Eastern Skyrim/ Clan of Crowns - paladinbob12
    Tribunal Temple/Veiled Heritance - Mergor
    Tribes of Blackmarsh/Kingdom of Shornhelm - Dragon.
    Kingdom of Aneqina/ Kingdom of Daggerfall - REDBOOSTY
    Kingdom of Valenwood/ Great House Hlaalu - Librarian
    High Kingdom of Summerset Isles/ Kingdom of Western Skyrim - zender9
    Great House Dagoth/Worm Cult - OPEN

    Replacers in this order (by the the time they signed up for the HS)
    -
    LordPureLegacy


    Map preview (WIP)
    Spoiler Alert, click show to read: 


    Faction rules, minor objectives and special characters

    - Took some liberties from lore, putting interesting events together that happened prior the alliances creation, while they mostly didnt happen in the same time, etc. Might change few more things.
    - Objectives are giving you rewards, giving a direction to your diplomacy a bit. Fullfilling them doesnt mean you won the HS. Only few factions will have them.
    - When using abilities of your special characters, always state it in your post and show pics to prove it.
    - In case two characters with special abilities are present to the same battle on both sides, the special abilities are nullified if they of opposing character (for example a character allowing spies to take any settlement vs a character forbidding enemy spies from taking a settlement). In unclear situations, admin decides.

    Spoiler Alert, click show to read: 

    Tamriel Empire (Longhouse Emperor Dynasty)
    Factions Rules

    - The Factions wishes to restore the power of The Empire. They can make all kind of deals with anyone to arhieve their goal.
    - However, for as long as The Empire is runned by the Longhouse reachmen dynasty, the nords, orcs and bretons cant form an alliance with The Empire (unless forced/subjugated), although, they dont necessarily have to fight each other.
    - Any member of The Longhouse Dynasty (Durcorach, Moricar, Leovic,...) can legalize Daedra worship at any point of the game (but if done so, it cannot be changed until death of the current FL). Doing that will allow the faction to recruit undead units from pre-built buildings across Tamriel . It should improve their relations with "undead" factions, but their relations with other factions would suffer...
    - Unless the worship legalized, it is forbidden to hire the undead units.


    Objectives
    - Controlling/subjugating one of the major regions of Tamriel (High Rock, Valenwood, etc) would get the faction a new special character.

    Special Characters
    - Durcorach Black Drake - Can take any settlement with any piece of siege artillery (starting in his army) no matter the walls (once per turn)
    - Leovic - A spy (starting the turn in his army) can open gates without restrictions.

    Colovia and Nibenay (House Tharn and Aquilarios)
    Factions Rules
    - Starts as a vassal of Tamriel Empire. They can revolt only when when the longhouse dynasty is extinct, or when large part of Cyrodiil is controlled by other factions or when the emperor attempts to legalize daedra worship. Otherwise they must follow orders of the emperor.
    - If the factions overthrows the reachmen (the FL becomes emperor), the same rules as for The Empire are applied to the faction (except the ones about daedra worship, unless Abnur Tharn becomes FL)
    - If Abnur Tharn becomes an emperor, similarily as the reachmen, he can choose to leagalize daedra worship.
    - - Unless the worship legalized, it is forbidden to hire the undead units.

    Objectives
    - Controlling/subjugating one of the major regions of Tamriel (High Rock, Valenwood, etc) would get the faction a new special character.
    - Overthrowing the Longhouse dynasty = becoming an emperor. Would give the faction a new special character.


    Special Characters
    - Varen Aquilarios - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts)
    - Abnur Tharn - A spy (starting the turn in his army) can open gates without restrictions.

    Worm Cult
    Factions Rules
    - Necromacy is forbidden acros Tamriel, thus allying to the faction would mean you are its supporter, giving other factions ability to break any deals with factions supporting it. Although, they dont necessarily have to fight them, unless holding lands in their region (unless choosing to support the worm cult fully). Exception for that is Cyrodiil, where they can ignored by the reachmen, without political results. Colovian Estates can even ally to the undead without political restrictions, if Abnur Tharn is alive. Volkihar being held by the undead also doesnt bring political conseuqences to the nord factions.

    Objectives
    - Legalizing necromacy over Tamriel. For a whole region (High Rock, Valenwood, ... Cyrodiil already counts as one) supporting necromancy, or being forced to, the faction would get a new special character

    Special Characters

    - Mannimarco - Can exerminate any settlement (the same settlement only once) . A spy (starting the turn in his army) can open gates without restrictions. Can take any settlement with any piece of siege artillery no matter the walls (once per turn)
    - Harcon - Can exerminate any settlement (the same settlement only once). A spy (starting the turn in his army) can open gates without restrictions.

    Clan of Crowns
    Factions Rules
    - The redguard factions hate each other. They can make alliance only under threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that), and only for as long as the threat endures.
    - The Crowns follow the old ways, thus they are very intolerrant to anything against their traditions. They can never make alliance with any faction holding lands in Hammerfell (except the forebears in some cases) or with any factions supporting necromany/daedra worship in any way.

    Objectives
    - Destroying other redguard faction. Apart from a new trait given authomatically by game, the faction would get a new special character

    Special Characters
    - Sai Sahan - A piece of siege artillery (starting in his army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)

    Clan of Forebears
    Factions Rules
    - The redguard factions hate each other. They can make alliance only under threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that), and only for as long as the threat endures.
    - The Forebears are less traditional than the Crowns. They would have no issue with other factions holding lands in Hammerfel (if by an agreement), nor making close alliances with other factions. However, samely as the Crowns, they cant make deals with any factions supporting necromancy/daedra worship


    Objectives
    - Destroying other redguard faction. Apart from a new trait given authomatically by game, the faction would get a new special character

    Special Characters
    - Fahara'jad al-Antyphillos - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).

    Kingdom of Daggerfall

    Factions Rules
    - The bretons mus fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
    - To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards.
    - If there is no high king, any breton faction that controls at least three of the major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries, can proclaim its FL a high king.
    - If there are two (or three) high kings, they have to fight each other.

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king
    - Become the high king. The FL would receive a new ancillary, rule over other breton factions and the faction would receive a new special character

    Special Characters
    - Dortene - Prevents enemy from taking a settlement/fort she is present in with a spy.

    Kingdom of Shornhelm
    Factions Rules
    - The bretons must fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
    - To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards.
    - If there is no high king, any breton faction that controls at least three of the major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries, can proclaim its FL a high king.
    - If there are two (or three) high kings, they have to fight each other.
    - If Ranser Branquette becomes ruler of Shornhelm, he can self proclaim himself High King any time.
    -

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king
    - Become the high king. The FL would receive a new ancillary, rule over other breton factions and the faction would receive a new special character

    Special Characters
    - Ranser Branquette - A spy (starting the turn in his army) can open gates without restrictions.

    Kingdom of Wayrest

    Factions Rules
    - The bretons must fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
    - To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards.
    - If there is no high king, any breton faction that controls at least three of the major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries, can proclaim its FL a high king.
    - If there are two (or three) high kings, they have to fight each other.

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king (done)
    - Become the high king. The FL would receive a new trait, rule over other breton factions and the faction would receive a new special character (done)

    Special Characters
    - Emeric Cumberland - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts)
    - Averos - Can exterminate any settlement with less than 50% of his religion.

    Kingdom of Wrothgar
    Factions Rules
    - Holding/taking New Orsinium would force other breton factons declare war upon the orsimer. However, a ruler of High Rock (either factual or self-proclaimed), can allow the orcs rebuild Orsinium, in exchange for alliance (or entering Daggerfall Covenant).

    Objectives
    - Restore New Orsinium. The settlement would receive upgrade to its buildings and the faction would get a new special character.

    Special Characters
    - Kurog gro-Bagrakh - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).

    Kingdom of Western Skyrim
    Factions Rules
    - After death of Skyrim High King Logrolf both Solitude and Windhelm crowned their own High King, dividing Skyrim into two.
    - Kingdoms of Western and Eastern Skyrim can never make any deal with each other (although they dont necessarily have to fight each other)
    - Only deal that can be made is subjugation of one of these factions to the other faction.
    - The Faction can never make any kind of deal with The Empire, if its run by the reachmen. If the reachmen controlls any nordic settlements, it woluld be a reason for war.

    Objectives
    - Destroying/subjgating the other nord faction would get the faction a new special character

    Special Characters
    - Svargrim - A spy (starting the turn in his army) can open gates without restrictions.

    Kingdom of Eastern Skyrim
    Factions Rules
    - After death of Skyrim High King Logrolf both Solitude and Windhelm crowned their own High King, dividing Skyrim into two.
    - Kingdoms of Western and Eastern Skyrim can never make any deal with each other (although they dont necessarily have to fight each other)
    - Only deal that can be made is subjugation of one of these factions to the other faction.


    Objectives
    - Destroying/subjgating the other nord faction would get the faction a new special character

    Special Characters
    - Jorunn The Skald-King - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts).

    Tribunal Temple
    Factions Rules
    - Three mortal gods of Morrowind rule Morrowind, other dunmer factions (except the ashlanders) have to follow their decision. Opposing the temple or supporting in any way Great House Dagoth can result in "excommunication"
    - If all the three gods died, it would "free" the dunmer factions.
    - They can choose to abolish slavery, in order to make an alliance with the Argonians.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh

    Objectives
    - Destroying Great House Dagoth for good would get the faction a new special character.

    Special Characters
    - Vivec - A settlement he is present in is immune siege artillery.
    - Almalexia - Prevents enemy from taking any settlement/fort in a region she is present in with a spy, and prevents assassins from taking any action in the region.
    - Sotha-Sil - Can build two more fort in a region he is present in (assuming he is garrisoned in one of these forts).

    Great House Redoran
    Factions Rules
    - The Faction has to obey The Tibunal (via the tribuna rules above.).
    - The Faction can choose to abandon slavery.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh.
    - The faction cant make any alliance with The Ashlanders, or be part of any alliance that is allied to them.
    They wish to take north/western Vvardenfel for themselves

    Objectives
    - For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.

    Special Characters
    - Zimmeron - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).

    Great House Telvanni
    Factions Rules
    - The Faction has obey The Tibunal (via the tribunal rules above).
    - The faction can never abandon slavery, or be part of any alliance that forbids it.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh

    Objectives
    - For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.

    Special Characters
    - Divayth Fyr - A piece of siege artillery (starting in his army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)

    Great House Hlaalu
    Factions Rules
    - The Faction has obey The Tibunal (via the tribuna rules above).
    - The Faction cant abandon slavery, unless being forced by The Tribunal.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh

    Objectives
    - For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.

    Special Characters
    - Diiril Hlaalu - Prevents enemy from taking a settlement/fort she is present in with a spy.

    Great House Dres
    Factions Rules
    - The Faction has to obey The Tibunal (via the tribuna rules above).
    - The faction cant abandon slavery under normal circumstances, unless forced by The Tribunal. In that case, they would have to destroy all slave camps buildings.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh

    Objectives
    - For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.

    Special Characters
    - Aldryn Dres - A spy (starting the turn in his army) can open gates without restrictions.

    Great House Dagoth
    Factions Rules
    - Similar relationship/alliance rules as for the Worm Cult applies.
    - The faction can never make an alliance with The Tribunal, and it can never stop its war against The Tribunal.

    Objectives
    - For every great house brought under the banner of Dagoth, or for destroying the Tribunal Temple (the three mortal gods), they faction would get a new special character

    Special Characters
    - Dagoth Ur - Forces enemies to leave all forts in a region he is present to (if he stays in the region for at least a turn). Can take any settlement with any piece of siege artillery (starting in his army) no matter the walls (once per turn). Can exterminate any settlement with more than 25% dunmer religion.

    Tribes of Ashlanders
    Factions Rules
    - Nomadic tribes of ashlanders are independent, and have daedric worship. They are free to move their camps across Morrowind without political consequnces from the Tribunal
    - They can choose to ignore great House Dagoth, although they cant make an alliance with them.

    Objectives
    - Control all of Vardenfell (without Dagoth lands) would get the faction a new special character
    - Destroying Tribunal would get the faction a new special character

    Special Characters
    - Ziddak Dunhaki - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts). A spy (starting the turn in his army) can open gates without restrictions.

    Tribes of Blackmarsh
    Factions Rules
    - The Faction cant make an alliance with any faction allowing slavery.

    Objectives
    - Making a del with the Tribunal that would abolish slavery, or destroying a faction supporting slavery, or uniting all of Black Marsh would get the faction a new special character.

    Special Characters
    - Heita-Meen - Prevents enemy from taking a settlement she is present in with a spy. "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).

    Kingdom of Pelletine
    Factions Rules
    - Elsweyr is ruled by its spiritual ruler Mane Akkhuz-ri (Anequina), the lunar champions (=his heirs) are Shazah and Khali (each faction have one). The Mane (Anequina) decides about outside policy of the khajiit, which both factions must follow.
    - Only way to change this is internally, if the khajiit factions fight each other (while in the same time they stil should follow deals with other races done by The Mane). In such war, the mane, nor the lunar champions can be killed, or participate in it anyhow. Only if one side decisively wins (the other faction has one settlement left etc), they can destroy the faction (while the mane/lunar champions of the faction would be still alive lore wise), or let the faction alive, but the control of the mane and foreign policy would be given to the winner.
    - If the mane Akkhuz dies, one of the lunar champions shall become the mane, based on agreement betwen the factions. The faction the new mane would be belonging to would have control of all his powers. This cannot be a subject of war (as Shazah and Khali would never fight each other). If the factions would be unable to reach an agreement on this, the admin would decide (based on amount of settlements each factions controls in Elsweyr etc...).

    Objectives
    No other races can control any settlement in Elsweyr. Destroying/subjugating the other khajiit faction would get the fation a new special character

    Special Characters
    - Razum-dar - A spy (starting the turn in his army) can open gates without restrictions.

    Kingdom of Aneqina
    Factions Rules
    - Elsweyr is ruled by its spiritual ruler Mane Akkhuz-ri (Anequina), the lunar champions (=his heirs) are Shazah and Khali (each faction have one). The Mane (Anequina) decides about outside policy of the khajiit, which both factions must follow.
    - Only way to change this is internally, if the khajiit factions fight each other (while in the same time they stil should follow deals with other races done by The Mane). In such war, the mane, nor the lunar champions can be killed, or participate in it anyhow. Only if one side decisively wins (the other faction has one settlement left etc), they can destroy the faction (while the mane/lunar champions of the faction would be still alive lore wise), or let the faction alive, but the control of the mane and foreign policy would be given to the winner.
    - If the mane Akkhuz dies, one of the lunar champions shall become the mane, based on agreement betwen the factions. The faction the new mane would be belonging to would have control of all his powers. This cannot be a subject of war (as Shazah and Khali would never fight each other). If the factions would be unable to reach an agreement on this, the admin would decide (based on amount of settlements each factions controls in Elsweyr etc...).

    Objectives
    - No other races can control any settlement in Elsweyr. Destroying/subjugating the other khajiit faction would get the fation a new special character

    Special Characters
    - Gharesh-ri - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).

    Kingdom of Valenwood
    Factions Rules
    Government in Valenwood is destabilized, due to Camoran dynasty being divided, and due to other seats of power present. If there are no characters within the factions with these ancillaries: Wilderking, The Silvenar and Elden Root King, the faction cant make any important political decisions.

    Objectives
    Stabilize the situation in Valenwood by ending Blacksap Rebellion (based in Cormount), and by pushing The Empire out of Valenwood. As long as Blacksap Rebellion is not ended, they cant make any important political decision (as the three ancillaries), and the FL is not considered true king of Valenwood. Summerset Isles (considered allies in this point) had sent the Jade Dragoons to deal with The Rebellion themselves. Valenwood can choose whether it is considered help or an enemy act.
    - Furthermore, any actions considered to be against The Green Pact can Valenwood use as a reason for war, and peace cannot be made with such factions. Against the Green Pact also is if foreign races hold lands in Valenwood. Exceptions: the altmer (if allies), the khajiit (if the factions are part of a newly created Aldmeri Dominion), the wood orcs (if they control only Barkbite Stronghold in Valenwood).
    - For controlling all of Valenwood the faction would get a new special character.

    Special Characters
    - Edheleron (The Silvenar) - Prevents enemy from taking a settlement/fort she is present in with a spy.

    High Kingdom of Summerset Isles
    Factions Rules
    Starts with Veiled Heritance movement as their vassal. Unlike them, this faction has less issues with acknowledging other races to be equal to the mer.
    - High Kinlady Estre is married to Prince Naemon, younger brother of Princess Ayrenn. When High King Hidelith dies, and Ayrenn becomes a queen, there could be disputes about succesion...

    Objectives
    Restore Aldmeri Dominion, the faction would get a new special character for that

    Special Characters
    - Ayrenn - Can build one more fort in a region she is present in (assuming she is garrisoned in one of these forts)

    Veiled Heritance
    Factions Rules
    - The Veiled Heritance are a group of altmeri nationalists, starting as a vassal of High Kingdom of Summerset Isles
    - They believe in the racial superiority of the mer over other races, thus they will not accept any deal with other race (unless enforced by the other race), if it puts such race into equal position towards the mer - alliances with other races, being in a realm where the mer would be equal to other race (example: High King of the Altmer makes a joint kingdom/alliance with the bosmer)
    - If their liege (High King of Summerset Isles) makes such deals, it would be a valid reason for The Veiled Heritance to overthrow him.
    - High Kinlady Estre is married to Prince Naemon, younger brother of Princess Ayrenn. When High King Hidelith dies, and Ayrenn becomes a queen, there could be disputes about succesion...

    Objectives
    - Restore Aldmeri Dominion (where the altmer is superior race, not equal to other races), the faction would get a special character for it

    Special Characters
    - Estre - Can exterminate foreign settlements, that have less than 10% of Au-riel followers (the same settlement only once per 10 turns). A piece of siege artillery (starting in her army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)


    Forming greater alliances
    Spoiler Alert, click show to read: 

    A player can be part of only one such alliance.
    - Being part of such alliance puts you into war with the emperor or other alliances.
    - Creating such alliance gives each faction thats its part a new special character. Furthermore, the alliance leader gets an acillary, that triggers several other ancillaries (Dominion General, Ring of Daggers etc)

    Aldmeri Dominion
    - At least one altmer, bosmer, and khajiit factions required. Lore wise, the agreement can be made only by altmer high king, Valenwood king and the mane.

    Daggerfall Covenant
    - At least one breton, redguard and orsimer factions required. Lorewise, the agreement can be made only by breton High King (legal), King of New Orsinium (meaning he holds New Orsinium) and king of Hammerfell (self proclaimed is enough)

    Ebonheart Pact
    - At least one nord, dunmer (not ashlanders or dagoth) and argonian factions required. Lorewise, the agreement can be made only by nordic High King (self proclaimed enough), The Tribunal (the mortal gods) and argonian Archcanon (assuming slavery is abolished)


    The Rules
    - Time limits will be strictly followed (as we have many players).
    - Time to play your turn is 24h. The Admin may ocasionally grant a 24h extension ONLY if you ask for it. If you dont, and are late without any communcation, you will be skipped. You will get a sub only if you there is some communication between the admin and you before you are late, you can also appoint a subber. If you are skipped, you can still play before the next player in turn plays his turn. However, time limit for him starts in the point you get skipped.

    - 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 your faction is not allowed, and may result into your removal from the HS.

    - 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.
    - 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, citadelsand 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.


    Last edited by Mergor; June 07, 2019 at 03:28 AM. Reason: update admins

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Everything is WIP, so feel free to make any suggestions you have on mind. You cant pick factions, tho you might state which ones you like, Ill see what be done about it. The factions will be divided into couples as I want, not as you pick them . However, please state if you want to participate before the couples are known, thus I know for how many factions do I need to make specific rules, characters etc. However, dont join if you are not able to uphold time limits.

    The Hotseat will not start sooner than in a week even if we get filled. Before we do, a hotfix fixing some issues of 1.41 will be released which we will be using. Download the mod now, and help me polish it as much as possible (especially things important for hotseats, so unit stats, etc)

  3. #3
    LordPureLegacy's Avatar Decanus
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    Default Re: [TES HS] Black Drake (WIP)

    I will take veiled heritance and western skyrim if allowed.
    Study Strategy Over The Years And Achieve The Spirit Of A Warrior. Today Is Victory Over Yourself Of Yesterday; Tomorrow Is Victory Over Lesser Men.- Miyamoto Musashi

  4. #4
    ArBo's Avatar Senator
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    Default Re: [TES HS] Black Drake (WIP)

    However good your mod looks Jadli (+rep him people) I won't be bothering you guys with my always-late self. Perhaps I might take over an open faction if I get more free time.

  5. #5
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Well, if we dont get enough players, then we will have normal time limits, so will keep you in mind for that eventuality. Also, the future TES hotseats will be hotseating willl be much smaller, focused on small parts of map etc, no more crazy stuff like IR or this. At least until they end

  6. #6
    REDBOOSTY's Avatar Centenarius
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    Default Re: [TES HS] Black Drake (WIP)

    I would love to be in a TES HS from the start. And my preferable faction would be Daggerfall.
    "The object of war is not to die for your country, but to make the other bastard die for his"

    -G. Patton

  7. #7

    Default Re: [TES HS] Black Drake (WIP)

    i’ll join

  8. #8
    HouseStarkFTW's Avatar Biarchus
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    Default Re: [TES HS] Black Drake (WIP)

    I'll join. I'd be interested in either Skyrim's or Wayrest.

  9. #9
    PeaMan's Avatar Biarchus
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    Default Re: [TES HS] Black Drake (WIP)

    I'll play as any.

  10. #10
    Narsils_Shards's Avatar Campidoctor
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    Default Re: [TES HS] Black Drake (WIP)

    Fine,I'll join

  11. #11
    cowcow's Avatar Ordinarius
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    Default Re: [TES HS] Black Drake (WIP)

    I'm in, will edit preferences in when I've had a look at the factions

    alright sooo I'd like to play as Wayrest, and if not then a High Rock faction. I'd like to stay out of Morrowind or Elswyr since I've played a decent amount of either region.
    Last edited by cowcow; January 05, 2018 at 03:31 AM.

  12. #12

    Default Re: [TES HS] Black Drake (WIP)

    Same I would like to check out factions but personal loan would like house of dagoth if it stays in

  13. #13
    Librarian's Avatar Centenarius
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    Default Re: [TES HS] Black Drake (WIP)

    (-snip blackmarsh suggestion.-) I'd like to express my interest in one of these regions: Valenwood, Alinor, Morrowind,or something Hlaalu maybe?
    I'm interested in playing an elven faction, or khajiit. (tired of playing humans) Thank you.


  14. #14

    Default Re: [TES HS] Black Drake (WIP)

    happy to play as anything..just give us a faction who is not taken up [bows]

  15. #15
    General Dragon.'s Avatar Champion of Dragons
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    Default Re: [TES HS] Black Drake (WIP)

    I join aswell and would like to get Blackmarsh as for my faction. Want to try them out for a long time now.

    "
    The Dragon is wise, a sage among the ignorant. He knows not all that glitters is gold."

  16. #16
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Nice. If we get more people than we need, the priority will be given to the players who have proven their reliability (as a hotseat like this needs reliable players). But primarily it would depend on order people signed (except invited players)

  17. #17

    Default Re: [TES HS] Black Drake (WIP)

    i’d like empire

  18. #18
    Mergor's Avatar T H E | G O R
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    Default Re: [TES HS] Black Drake (WIP)

    If you need to merge a faction, I might participate. Write me up as a "maybe"

  19. #19
    Hannibal2001's Avatar Simply Barbaric
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    Default Re: [TES HS] Black Drake (WIP)

    I shall join as well. Will edit with the factions I desire.

  20. #20
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Quote Originally Posted by Mergor View Post
    If you need to merge a faction, I might participate. Write me up as a "maybe"
    Merge a faction? What do you mean? Everyone will be playing 2 factions, tho The Empire might be alone.

    EDIT

    We are full
    Last edited by Jadli; January 05, 2018 at 07:25 AM.

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