Do nothing against it (as unfortunately, some factions wouldnt be alive without it at this point, for example Heritance, so its extremely rooted in the current situation))
You cannot move units generated from missions for a turn /se
Units received from a mission may not be used in a battle the turn that they are received
You must disband all units that you receive from missions.
Altmer clears the seas near them
Sea Battles
~ https://www.mediafire.com/view/bbagv...attle.jpg/file
~ https://www.mediafire.com/view/2wu13...ttle2.jpg/file
Western Skyrim has captured Riften with Trebuchet
~ https://www.mediafire.com/view/2cyd5...iften.jpg/file
We pass the turn to the Duchy! ~ https://www.mediafire.com/file/ap9cv...hy_63.sav/file
Forebears up
https://drive.google.com/file/d/1l_-...ew?usp=sharing
Sunk single BM's ship as Duchy and assasinated BM's diplomat as Talvani.
will need ext
sorry for the delay, Orsinium up! https://cdn.discordapp.com/attachmen...rsinium_64.sav
Assassinated a hist priest with 95% and took Brackenleaf with OO
Killed a BM diplomat. 95 %.
The Rift: https://cdn.discordapp.com/attachmen..._Skyrim_64.sav
killed a merchant
assaulted [by siege equipment] town of Ivarstead
Turn to tribute temple
https://www.dropbox.com/s/lo65tvz38k...le_64.sav?dl=0
"War is the continuation of politics by other means." - Carl von Clausewitz
I'll need extension and I'll upload either today at night, or tomorrow
The Capital of Pelletine, Torval, has finally been captured by advancing altmer forces. With the capital gone, Porneau and Haven could be taken without risk, too. The southern stronghold of elsweyr serves the Veiled Heritence now
https://postimg.cc/gallery/np7wkQQ
https://cdn.discordapp.com/attachmen...6/BD_BM_64.sav
Anequina up!
https://www.sendspace.com/file/0c3zuh
The area of Leyawiin has been secured once again for now. An imperial diplomat was killed also:
https://imgur.com/a/4vHgls1
"The Dragon is wise, a sage among the ignorant. He knows not all that glitters is gold."
Oh my god, I will never again in my life put a good army on ships...
EDIT
Hlaalu up https://cdn.discordapp.com/attachmen..._Hlaalu_64.sav
Last edited by Jadli; March 24, 2022 at 02:04 PM.
Gonna be up before 48h
And here it is
Summerset: https://cdn.discordapp.com/attachmen...mmerset_64.sav
Last edited by Isenbard; March 26, 2022 at 09:07 AM.
bump
BTW, I will probably soon host Black Drake II hotseat (likely on discord this time, and of course on the new version of TES) and I was wondering, if any of you guys possibly have some input on what could be improved/changes/added in the setup of the HS (lore rules mainly, tho anything else is also welcome)?
I think most stuff has worked fine and the HS has been fun, especially in a way that we had lot of interesting local lore conflicts, instead of usual ways of diplomacy in hotseats right away, although we are now inevitably coming across this issue of course, as the factions that survived grow larger...
Main issue probably was that some part of lore rules are too flexible and open to interpretation, so that should be of course upgraded/fixed. And now its kind of turning into larger global wars, where the lore/diplomacy becomes less important.... I figured that perhaps both issues could be fixed in the new HS, by transforming most of the lore rules into some kind of factional lore victory conditions (instead of the current case, which is basically kust kind of telling the player what he can or cannot do), and in order to win the HS, except the global victory conditions (which is the usual stuff, defeat other players/alliances), a player would also have to fullfil (some) of the faction victory conditions, there could be some more options of factional victory conditions for some factions...
Thoughts?
As much as lore victory conditions sound good, it would be fundamentally restrictive I think. Sometimes what makes sense isn't what is fun, and although I do support lore rules that are less up to interpretations, making the experience more streamlined is probably a bad idea. What I would say is, instead of making restrictive RP rules (and victory conditions are part of that), perhaps enable factions to do certain unique things based on their lore. So basically what you did with the characters here, but instead, it applies for the whole factions. One thing I always like to take inspiration from is assymetrical board games. In some way, complex modern board games can be compared to hotseating, and really well done assymetrical board games is something you could use in designing.
Otherwise this HS is fine, and also fun, I wouldn't change too much about it, it works well.
Sign me up for Black Drake 2 btw. (And add a diplomacy - RP channel in the discord, it works really well in the Two Tsardoms hotseats)
Skyrim took back Riverwood
Siege ~ https://www.mediafire.com/view/k0gqi...rwood.jpg/file
Duchy is up! ~ https://www.mediafire.com/file/kiedo...hy_64.sav/file
Maybe I will have more thoughts later on but for now I would point out:
1. Ingame quest definitelly should be turned off. They make no sense what so ever and they are creazy broken, especially on water. The mod is designed the way there is hard access to elite unites in general and they are very slow to recruit. In general any faction can recruit the most elite ship (I do not remember the name of it) in only one of its settlements and it takes 4 turns to recruit it. On the other hand you get some 2 stupid quests like "send diplomat to settlement x" and 'take settlement x" - a closly placed rebel settlement and you get 4 those elites ships from each quest and so you have 8 such ships by the turn 3. That is totally dumb I would say.
2. Colovia faction should be remade completely. The way it is now insteed of being 1 faction of similar strenght to any other (but Empire of course) is in fact 2 very weak factions as good cooperation between western and eastern part is nearly impossible because of how large the distance is between them, espacially what it comes to any potentiall navy combat. Additionally western part totally does not have any potentially whatsoever to compete against Altmers on water and with having nearly all settlements close to the water, Altmers can just easly through the water channel and easly destroy Colovia within few turns. Colovia designed as it is now is way too weak.
3. I think many unites, meaning those of lower unit size like necromancers, liches, all kind of mages etc. should be balanced either through their cost, or through their stats or through their unite size. I was looking at the few of them a long time ago and they underperform a lot. For example Talvani's Battlemages cost twice as much as Talvani's spearmens or men at arms both to recruit as well as to upkeep and they take twice long to recruit (4 turns insteed of 2 for a spearmens or men at arms) and they do not perform no where near twice as good as men at arms or spearmens. There is quite a lot of such unites throughout different factions. It would be nice if they would be at least decent option insteed of being totally unpractical to ever recruit them.
I agree with Potatoto's point one and two (although Jadli completely reworked missions in the new version anyway)
With three, I have to say your battlemages are indeed good actually. I believe they are both 2hp units and armour piercing ones. Even tho they only have a 100 men in, the 2hp aspect makes them stronger than your best "regular" unit. My justiciars are the same way.
"With three, I have to say your battlemages are indeed good actually. I believe they are both 2hp units and armour piercing ones. Even tho they only have a 100 men in, the 2hp aspect makes them stronger than your best "regular" unit. My justiciars are the same way."
Battlemages are weak for how expensive they are. Also I wasn't speaking about battlemages in particular as there are many more unites in this mod using which doesn't make sense.
Forebears up
https://drive.google.com/file/d/1I6-...ew?usp=sharing