View Poll Results: What would you like to see in this HS?

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  • "Normal rules" (nothing too crazy)

    3 30.00%
  • Minor lore rules (as shown below factions list)

    3 30.00%
  • Deathmatch (no alliances)

    0 0%
  • Score hotseat (the winners would be established based upon points gained from battles, etc)

    0 0%
  • Even hotseat (there would be lore events, such as daedra. Perhaps a mini Interregnum )

    4 40.00%
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Thread: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen - VALENWOOD OPEN!

  1. #1
    Jadli's Avatar The Fallen God
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    Default [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen - VALENWOOD OPEN!

    Rise of The Queen
    Aldmeri Dominion 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
    HouseStarkFTW

    Co-Admin


    Factions
    - For this HS I would prefer to have less players, likely 6, maximally 8.
    - Ill edit the original scenario (Black Drake) to include new things from new ESO dlcs, Summserset and Elsweyr, if they ll be suitable (if we choose lore HS)

    Faction - player's TWC account (player's discord name)

    Colovia (House Aquilarios) - RustyLoon Marko
    Nibenay (House Tharn) - OPEN
    Kingdom of Pelletine - Bantu Chieftain (Klodian#3057)
    Kingdom of Aneqina - Curtis Le May(Curtis LeMay#5940)
    Kingdom of Valenwood - Aexodus
    Veiled Heritance - captainnorway
    (captainnorway#3591)
    High Kingdom of Summerset Isles - keldo52 (keldo52#3181)
    Wood Orcs - Potatoto(Potato#2416)



    Map preview
    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.


    House Tharn of Nibenay (Tamriel Empire Faction)
    Factions Rules

    - Both House Tharn and House Aquilarios are part of the Empire, and on emperor's orders they are attempting to add more lands to the realm.
    - The Factions wishes to control Elsweyr (and especially Rimmen), due to Euraxia's Tharn claims.


    Objectives
    - Subjugating the mane or forcing him to give significant lands to the empire (which would have to include Rimmen) would give the faction a new special character.

    Special Characters

    - Abnur Tharn - A spy (starting the turn in his army) can open gates without restrictions.

    House Aquilarios of Colovia (Colovian Estates Faction)
    Factions Rules
    - Both House Tharn and House Aquilarios are part of the Empire, and on emperor's orders they are attempting to add more lands to the realm.- The Faction wishes to destabilize Valenwood and Summerset Isles, so they would be vulnerable.

    Objectives
    - Defeating/Subjugating Kingdom of Valenwood (not wood orcs) or one of the Summerset Isles faction 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)

    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 (including Rimmen). 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 (including Rimmen). 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.
    - They dont have any grudge with the wood orcs, however the bosmer claim that only Barkbite Stronghold is a lawful orcish land, not the rest of settlements they hold.


    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) and 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 (faction leader of Veiled Heritance) is married to Prince Naemon (faction heir after Ayrenn), younger brother of Princess Ayrenn. When High King Hidelith dies, and Ayrenn becomes a queen, there could be disputes about succesion... The player playing Summerset Isles must let everyone know about the death of High King Hidelith.
    - The faction also starts allied to Valenwood, as they wish to combine forces against expanding Colovia.

    Objectives
    - Defeating/Subjugating Colovia would give the faction a new special character.


    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).
    - They also exceptionally despise wood orcs and wish to remove them.
    - 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...
    - The faction can also revolt, if its becomes stronger than its liege (based on the power graphs)

    Objectives
    - Becoming the rules of Summerset Isles would give the faction a new special character

    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).

    Wood Orcs (Kingdom of Orsinium faction)
    Factions Rules
    - The woods orcs intend to keep all of their clans safe, as they are often being expelled from their lands by other nations. They can never be at peace with anyone who would hold any of their starting lands

    Objectives
    - Holding their starting settlements for at least 15 turns in row would give the faction a new special character

    Special Characters
    - Ulukhaz gro-Drublog - Can take any settlement with any piece of siege artillery (starting in his army) no matter the walls (once per turn)


    The Rules
    - Time limits will be strictly followed.
    - 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 Jadli; August 31, 2020 at 12:56 PM.

  2. #2
    Captainnorway's Avatar Primicerius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I'd like one of the isle factions

  3. #3
    Bantu Chieftain's Avatar Semisalis
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I'm up for Pelletine

  4. #4
    Potatoto's Avatar Ordinarius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I would like to join. I can play any faction.

  5. #5

    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I’d like the High kingdom

  6. #6
    Arrow2daknee's Avatar Vicarius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I'd like to play Colovia/Nibenay.

  7. #7

    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    id like valenwood

  8. #8

    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    im up for any faction. preferably a good guy faction (human elf)

  9. #9
    Potatoto's Avatar Ordinarius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Is it possible to turn off ingame quests? If yes then I would like to take this option under consideration as they are very unbalanced in that mod when it comes to building a navy.

  10. #10
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Its not possible without having to create a new version, afaik. Well, I can make ports start at lower tiers (as I usually do), so you wouldnt be able to get the best ships through quests for a long time. I always considered quests to be a kind of funny wild card, that can sometimes resolve halted situations

    Anyway, everyone please vote. If you dont, its seems minor lore rules will won, in which case Ill polish the lore factions rules a bit, and add rules for Woods orcs as well.

    Im busy with some last exams, so we will start in a week or so...
    Last edited by Jadli; January 26, 2020 at 03:18 AM.

  11. #11
    Potatoto's Avatar Ordinarius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    As alternative could be also a rule that anyone must immediately disband any ships (or just any unites) that got from ingame quest.

  12. #12
    Captainnorway's Avatar Primicerius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    I'm against removing quest rewards, I like having that mechanic in the game as it can give a faction the edge in a war

    And the only element of luck required is the type of quest given since the buildings should be equal to all the factions

  13. #13

    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Im up for playing. preferably factions that are "good" eg humans elves ect?

  14. #14
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen


  15. #15
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Alright, I was thinking how to do it, and in the end I decided that instead of adding Undead it will be wiser to divide imperial factions into Nibenay (House Aquilarios) and House Tharn (House Tharn), one of them will be controll by Arrow2daknee and the other by Speeda325. If we are lucky, I ll get us started today (if not, then Ill finish it tomorrow). Today I should finish editing the scenario and hopefully rest of the stuff as well.

  16. #16
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Alright, the map will look like this

    Gideon (in Blackmarsh) and Port Hunding (Stros M'Kai) are accessible, the rest of the map is out of limits.

    EDIT

    Also upgraded the lore rules from Black Drake
    Last edited by Jadli; February 18, 2020 at 09:15 AM.

  17. #17
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Alright, the hotseat has started!

    I subbed Arrow, as he is away for a month or two, so House Tharn of Nibenay is up! http://www.mediafire.com/file/c3nos4...ay_T1.sav/file

    (If someone needs a save for testing, there is starting save http://www.mediafire.com/file/ymahz2...ia_T1.sav/file )

    HouseStarkFTW will be my coadmin, so rep to him.

    Good luck to all of you, dont forget to read the lore rules.



    EDIT

    Also, if you are new to the mod/TES, check out my TES guide (just below the main picture in the OP), as this mod has some different mechanics than you might be used to.
    Last edited by Jadli; February 19, 2020 at 10:14 AM.

  18. #18

    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen


  19. #19
    Jadli's Avatar The Fallen God
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    Alright, Diddi and Bantu Chieftain are both away till the end of the weekend, so lets have an extension till that.

  20. #20
    Captainnorway's Avatar Primicerius
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    Default Re: [The Elder Scrolls - Unofficial Patch 1.42] Aldmeri Dominion - Rise of The Queen

    great, i'm also away until them

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