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Thread: [TES HS] Blood For The Pact (Manual Battles HS)

  1. #1
    Jadli's Avatar The Fallen God
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    Default [TES HS] Blood For The Pact (Manual Battles HS)

    Blood For The Pact
    TES Manual battles 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!


    The hotseat is loosely based on political situation several years before formation of The Ebonheart Pact, thus based on Black Drake custom campaign.



    Admins
    Ramble12, General Dragon.


    Factions

    Great House Redoran - Jadli
    Great House Telvanni - francho
    Great House Hlaalu - ArBo
    Great House Dres - REDBOOSTY
    Tribunal Temple - Turelek



    Map preview
    (may vary a bit depending on how many players join)
    - Not allowed to cross black border = not allowed to take any rebels settlements in Skyrim, Blackmarsh and Cyrodiil. Ships can sail from Cyrodiil to Blackmarsh
    Spoiler Alert, click show to read: 




    The Rules

    - Time to play your turn is 24h. The Admin may grant a 24h extension. You mut notify next played in turn order its his turn
    - 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).
    - Battles against other players can be fought manually. 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. In some matches manual battles against AI will be allowed.
    - 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 allowed in naval battles. In non naval battles they are allowed.
    - 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, or lower,
    and trebuchets can also assault large stone walls and fortresses, or lower.

    - Huge stone walls, citadels and 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.






    We tilled Skyrim's ground despite frozen toil.
    We tended the Kwama beneath Morrowind's soil.
    We hunted the Wamasu in Black Marsh's glades.
    We three hearts had no need for blades.

    Then they came from the seas, folded steel in their hands.
    They burned down our homes and ravaged our lands.
    Akaviri brought nothing but bloodshed and lies.
    Our families were slain before our eyes.

    With three separate people, they shared a cruel joke -
    A choice between death or the yoke
    But then our three people knew what must be done
    To end the oppression, our three became one.
    Forged by War the Ebonheart rose
    And drove the Akaviri back to the sea
    When the enemies begged for the mercy they lacked
    Three voices as one shouted "Blood for the Pact"

    Forged by war our story be told
    No shackles can hold us whether Moonstone or Gold.

    Last edited by Jadli; September 17, 2018 at 07:30 AM. Reason: edit

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Blood for The Pact (Manual Battles)

    Starting positions will be moreless the same as in Black Drake, only with slight changes for the sake of manual battles, such as similar starting access to cavarly for all factions etc

    Feel free to suggest changes to the rules. I would like to keep limitations on spies and siege equipment, otherwise half of factions in Morrowind might die very quickly (lot of factions will likely die quickly anyway )


    Rep Ramble for being an admin
    Last edited by Jadli; March 13, 2018 at 11:55 AM.

  3. #3
    Captainnorway's Avatar Primicerius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    i’d like to join, faction dont matter

  4. #4
    REDBOOSTY's Avatar Ducenarius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I would like to sign up as Telvanni, if taken just give me a faction

    Edit: Hit me up with Dres
    Last edited by REDBOOSTY; March 14, 2018 at 12:23 PM.
    "I never asked for this, no more than I asked to be king. Yet dare I disregard her? We do not choose our destinies. Yet we must ... we must do our duty, no? Great or small, we must do our duty"

    -Stannis Baratheon

  5. #5
    ArBo's Avatar Senator
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I'll get myself in here quickly in case there's a spot left

    First choice would be Redoran

    EDIT: First choice would actually be Cyrodiil, if they're in game.
    Last edited by ArBo; March 14, 2018 at 07:17 AM.

  6. #6
    cowcow's Avatar Ordinarius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I'd like to join, don't care what faction

  7. #7

    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I will be cyrodilic empire if we have the players. If not Skyrim

  8. #8
    Oathsworn's Avatar Biarchus
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I can go for Redoran.
    If you wonder about the guy in my profile photo,
    Here he is: https://www.youtube.com/watch?v=d39FBRxBM8k

  9. #9
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    Invited players picked their factions, thus there are four spots left (as I added both factions). Gave Dres to REDBOOSTY as asked, thus if cap, ArBo and cow now could pick some from whats left, that would be great

  10. #10
    Captainnorway's Avatar Primicerius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    i’ll do skyrim then

  11. #11
    cowcow's Avatar Ordinarius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I'll go Ashlanders

  12. #12
    ArBo's Avatar Senator
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    I edited my post with my picks

  13. #13
    Jadli's Avatar The Fallen God
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    Sent files to Ramble, so he can make a save. Check the map, changed it a bit .

    Good luck guys!

  14. #14

    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    Thank you Ramble and Jadli!

  15. #15
    Ramble12's Avatar Domesticus
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    https://drive.google.com/file/d/1Lh0...ew?usp=sharing

    TE is up first. Good luck everyone!

  16. #16

    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)


  17. #17
    Captainnorway's Avatar Primicerius
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)


  18. #18
    Oathsworn's Avatar Biarchus
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

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

  19. #19
    francho04's Avatar Libertus
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)


  20. #20
    ArBo's Avatar Senator
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    Default Re: [TES HS] Blood For The Pact (Manual Battles HS)

    Thanks ScotlandIsBest to let me know I'm up here... I'll try to play tonight.

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