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

  1. #21
    Mergor's Avatar T H E | G O R
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    Default Re: [TES HS] Black Drake (WIP)

    "
    -
    Each player will be playing two factions. If we dont have enough players, some factions might be turned AI/removed/merged."

    But I guess we have enough players. Still, I have to ask you to give me a smaller faction(s) then, or make another player slot so I can play only 1 faction. If neither of these are possible, I'll give up my slot to another player.

  2. #22
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Well, seems I have one or two redundant players, but lets wait with any decisions until the the scenario is complete, so we have some objective intel

  3. #23

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

    If needed I can always join this one.

  4. #24

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

    I m not particularly familiar with the mod but if you desperately need a player I would prefer the faction that comes last in turn order because I will not be able to play this for the next 2 weeks

  5. #25
    Potatoto's Avatar Decanus
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    Default Re: [TES HS] Black Drake (WIP)

    If there still would be some free places then I would also like to join this one.

  6. #26
    Oathsworn's Avatar Biarchus
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    Default Re: [TES HS] Black Drake (WIP)

    Am I late to join?
    If you wonder about the guy in my profile photo,
    Here he is: https://www.youtube.com/watch?v=d39FBRxBM8k

  7. #27

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

    The hotseat is actually overfilled, but with any luck, there might be something cropping up set in the same mod that people could have a bite into.

  8. #28
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Yea, at some point there will be revival of The Dragonborn Comes RP HS on the new build, and depending on interest, some smaller and faster hotseats (not taking place on the entire map), or whatever else you want (lemme know)
    Last edited by Jadli; January 06, 2018 at 12:13 PM.

  9. #29
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake (WIP)

    Alright, we are more less ready to start. We should leave a few more days for testing. Changes to rules or faction's balancing (in the save) can still be done, so check the test save when things can still be changed.

    Test save - http://www.mediafire.com/file/gdqc7z...ake%20Test.sav
    Links to the mod are in the OP

    Admins - Ramble12, saleska2



    Tamriel Empire (Longhouse Emperor Dynasty)/Tribes of Ashlanders - captainnorway
    Colovia and Nibenay (House Tharn and Aquilarios)/Great House Telvanni - Narsil's Shards
    Clan of Forebears / Great House Redoran - PeaMan
    Kingdom of Wayrest/ Kingdom of Pelletine - Jadli
    Kingdom of Wrothgar/ Great House Dres - cowcow
    Kingdom of Eastern Skyrim/ Clan of Crowns - paladinbob12
    Tribunal Temple/Veiled Heritance - Hannibal2001
    Tribes of Blackmarsh/Kingdom of Shornhelm - Dragon.
    Kingdom of Aneqina/ Kingdom of Daggerfall - RESBOOSTY
    Kingdom of Valenwood/ Great House Hlaalu - Librarian
    High Kingdom of Summerset Isles/ Kingdom of Western Skyrim - HouseStarkFTW
    Great House Dagoth/Worm Cult - ScotlandIsBest

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

    If you wish to switch factions with someone, it still possible. Which factions are in the couple however is not.

    I remind everyone that due to amount of players time limis will be strictly enforced.
    Thus, if you know cant follow them, then please let us know before the HS starts


    Faction rules, 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.

    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 any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.

    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 any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.
    - 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 any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.

    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
    - Emeric Cumberland - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts)

    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) should 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 should 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 should 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 should 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 should 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.


    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.

    Objectives
    - Restore Aldmeri Dominion (where the altmer is superior race, not equal to other races), the faction would get a point 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)
    Spoiler Alert, click show to read: 


    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)
    Last edited by Jadli; March 09, 2018 at 07:19 PM.

  10. #30
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake

    Will send scenario files to the admin on friday, so thats the latest day something can be changed in the scenario (check test save).

    Please make sure to install the mod before the hs starts, and check faction rules for your faction, so we can fix/change/improve something before we start.
    Last edited by Jadli; March 06, 2018 at 05:12 AM.

  11. #31
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake

    Files sent to the admins, I assume they will make a save asap, rep them

    Just some last things. Obviously, you are supposed to be playing each of your factions separately, in term of diplomacy, for as long as possible.

    You gotta follow the faction RP rules. The main purpose of them is to keep your gameplay lore friendly, although they of course cant cover everything, so try a bit yourself. If you have any doubs about your faction rules, or lore, feel free to ask me.

    Recieving a new special character (via the objectives) will be done that way, that you pick one of your characters (that doesnt have any special abilities already) and admins would randomly assign him one of the abilites.


    The Last thing. There are some armies starting in enemy lands. They can be attacked by owner of the province and vice versa, if they are at war with each other already. Armies that are not at war with owner of such province can freely move.

    Good luck
    (likely forgot to mention somth)
    Last edited by Jadli; March 09, 2018 at 07:39 PM.

  12. #32
    Ramble12's Avatar Domesticus
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    Default Re: [TES HS] Black Drake

    https://drive.google.com/file/d/1TGS...ew?usp=sharing

    TE is first

    We will be strcit with the time limits here. Not asking for an extension or a sub means you will be skipped if you are late. Also let admins know if players are late, because we are not farseers. GL and HF.

  13. #33
    Captainnorway's Avatar Primicerius
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    Default Re: [TES HS] Black Drake

    I'd like an extension until Tuesday, i'm up in serveral hotseats and i have an oral presentation on Tuesday

  14. #34
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake

    Well, thats lot of time...

    Anyway appears somehow we forgot about one thing, so please download this and extract into your The_Elder_Scrolls/data and overwrite everything. Ramble will make a new save, apologies

    EDIT

    Also, not all scripts were moved. Those that stayed are skaal, dawnguard, wild hunt, valenwood recruitment for altmers, etc
    Last edited by Jadli; March 11, 2018 at 01:55 PM.

  15. #35
    Ramble12's Avatar Domesticus
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    Default Re: [TES HS] Black Drake

    Ok, we finally started again. Good luck and have fun!

    https://drive.google.com/file/d/1J1s...ew?usp=sharing

    TE

  16. #36

  17. #37
    Narsils_Shards's Avatar Campidoctor
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    Default Re: [TES HS] Black Drake

    Need an extension till I can get somewhere to fix the mod.

  18. #38
    Ramble12's Avatar Domesticus
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    Default Re: [TES HS] Black Drake

    CE subbed. If the player doesn't return by his next turn, he will be kicked. I don't enjoy subbing first turns, which are fundamental to a faction's strategy, so I will just skip onwards. Please, check your mod before you are at 24 hour mark.

    https://drive.google.com/file/d/1dDE...ew?usp=sharing

    Forebears up.

  19. #39
    PeaMan's Avatar Ordinarius
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    Default Re: [TES HS] Black Drake


  20. #40
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Black Drake

    Lets get this moving! Kingdom of Wrothgar up! http://www.mediafire.com/file/7y5h0w...Orsinium_1.sav

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