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Thread: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

  1. #1
    Jadli's Avatar The Fallen God
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    Default [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    The Elder Scrolls Newbloods VI
    - The Covenant -



    Welcome To Tamriel dear Newbloods!

    We will be using The Unofficial Patch 1.42 for The Elder Scrolls. Info about the mod and download links can be found here. You can also use the FULL link to the entire mod (just extract into your mods and you are all set to play). This campaign shall be taking place in Hammerfell and High Rock, during the so called Ranser's War.
    It will be moderated by Gaming Staff and only Newbloods may partake.

    A Newblood is somebody who has just recently joined us, having no or little experience in Hotseating. If you are new and wish to challenge yourself for the chance at the reward then feel free to sign up; but keep in mind that we'd like to avoid replacements so if you plan to vanish off the face of the planet or are unable to make the 24 hour turns, we'd appreciate if you'd refrain from requesting a position here.


    Rewards of a TES customized personal Signature, a bronze sword medal
    (1st level of gaming winner medal) and Reputation (15 rep) will be given to the winner.

    Scenario Description

    In the year 2E 563, after the beginning of the second Wayrest dynasty, the young King Emeric Cumberland began a search for his bride. His first choice was Rayelle, daughter of King Ranser of Sharnhelm, but before the marriage contracts were wrought, Emeric instead married Maraya, the Redguard princess of Sentinel. This stunned courtiers across the land, and prompted bards to sing songs of Maraya's bewitching beauty. However, strategists saw the move as strengthening the trade between High Rock and Sentinel. After Emeric's Wedding in 566, High Rock readied itself for a golden age of commerce. Three moons later, it was bracing for a bloody civil war.
    Rivenspire was known as the backwater of High Rock. Ranser was known as a "surly hillsman", a child of the north, known for his bitter temper and brutal rule. Emeric's slight was too much for him to bear.
    With an army of Northern Tamriel's surliest mercenaries and a host of his own people, he descended from the mountains to cut a bloody swath to the Iliac Bay. Emeric was caught unprepared. It was only the spirited defense of his Lion Guard that saved Wayrest from being razed to the ground. Ranser had hoped for a swift victory. Instead, he was forced into a protracted siege.
    The long siege dragged on into spring, both sides of conflict searching for allies... Which side shall you join?


    Admin - Jadli
    Co-admin - OPEN



    Factions
    Faction - player (discord ID)
    Kingdom of Wayrest - TulkasTheValiant (Tulkas#6241)
    Clan of Forebears - LeP'titLu
    Clan of Crowned -
    varrun.
    (Varun658992#1687)
    Kingdom of Daggerfall - OPEN
    Kingdom of Shornhelm - Boernin(boernin#5760)
    Kingdom of New Orsinium - Aexodus(Aexodus#9949)


    Events
    Planemeld

    Map updates
    It is not allowed to enter any of the starting rebel regions.
    Turn 1
    Spoiler Alert, click show to read: 


    The Rules
    - Time to play your turn is 24h. The Admin may grant an extension occasionally.
    - 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 a faction you play is not allowed, and may result into a removal from all GS events.

    - 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 enemy land of the opponent, if he has notplayed his 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 mvement).
    - 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. 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 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.

    - Ships cannot leave blockaded ports. 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.
    - You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
    - Limit of 2 fort per region per player. At least 4 units per fort are required.
    -You are not allowed to build watchtowers.

    - 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, citadels amd capitals cannot be assaulted by any unit of siege equipment, only a siege. Capitals are Daggerfall, Sharnhelm, Wayrest, New Orsinium, Sentinel, Taneth


    Agent rules
    - Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals 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), than 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.


    Hotseating Guides
    Hotseating is turning Medieval II into a very different game, making you play in a very different way than if you played just singleplayer.
    - Thus, it is recommended to check out
    List of Hotseat Guides, where you can find lot of useful information to crush your enemies.
    - I aslo highly recommend you to check out my
    TES HS guide, where you can find more information about how the mod works, as there might be some features you are not used to.
    Last edited by Jadli; June 28, 2020 at 04:24 AM. Reason: upgraded

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    If you are a youngblood, thus if you have already been hotseating for some time, and have some experience, but still not great , you can post as well, as Im considering making a separate Youngblood hotseat, as there has been a long gap in the traditional newbloods series
    Last edited by Jadli; April 19, 2020 at 06:48 AM.

  3. #3
    Aexodus's Avatar Persuasion>Coercion
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    I’ll take orsinium
    Patronised by Pontifex Maximus
    Quote Originally Posted by Himster View Post
    The trick is to never be honest. That's what this social phenomenon is engineering: publicly conform, or else.

  4. #4

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    sharnhelm pls

  5. #5
    Jadli's Avatar The Fallen God
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    All yours guys

  6. #6

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Forebears

  7. #7

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Wayrest

  8. #8

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    I will take Daggerfall

  9. #9
    Jadli's Avatar The Fallen God
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Quote Originally Posted by varun_ View Post
    I will take Daggerfall
    Daggerfall was already taken by FrozenStag/GodOfTotalWar (not sure his account name yet), so could you perhaps take Clan of Crowns?

    That means we are full, very quickly . We might start today or tomorrow

    If there is anyone else who would be interested, still you can post please. I can add a faction, or make a separate hotseats of there is enough interest

  10. #10

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    I am the FrozenStag

  11. #11

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Oh of course, I probably missed that. Clan of Crowns it is then.

  12. #12

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    I would gladly join this hotseat if you will add a faction.

  13. #13
    Aexodus's Avatar Persuasion>Coercion
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    I don't believe that can be done
    Patronised by Pontifex Maximus
    Quote Originally Posted by Himster View Post
    The trick is to never be honest. That's what this social phenomenon is engineering: publicly conform, or else.

  14. #14
    Jadli's Avatar The Fallen God
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Got unexpectedly occupied, so sorry for delay

  15. #15
    Jadli's Avatar The Fallen God
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    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    Alright, the time has come to start! Wayrest up! http://www.mediafire.com/file/o9cqov...est_1.sav/file

    Due to the story behind the scenario (as you can read in the OP - OP is the fist main post with all the info), Kingdom of Shornhelm starts at war with Kingdom of Wayrest, while Shornhelm armies are currently invading Wayrest lands. Clan of Foebears starts allied to Wayrest. Its up to other factions to pick the side (if any). Of course, diplomacy is allowed between all factions, and the scenario allows for very early wars, once you get ships mostly.

    Some time later, The Planemeld event shall happen.

    In the hotseat(s), its very important you pay attention to all game aspects, you shouldnt leave anything unattended, otherwise your enemies will crush you. It is essential, especially in a scenario like this, that you focus on ships, siege equipment (catapults,..) and agents. Most factions, except Wayrest and Orsinium start without ships, though everyone starts with all levels of ports, thus since the first turn you should aim to build a navy. Nobody starts with any siege quipment. Everyone starts with one Dark Brotherhood (allowing you to get assassins) and one Thieves Guid (allowing you to get spies).

    Then there are of course many other important things, such focusing on improving your recruiting abilities (as elite units are way better than the basic ones), scouting, free upkeep units, forting and so on. But you can learn that elsewhere.... I highly suggest you check out my TES HS guide and other guides for general mechanics, the link for both is the end of the OP.

    Also, please read all the rules thoroughfully and if you dont understand something, please ask. Newbloods often break some on the first turn... please keep in mind that building watchtowers is not allowed, there is a fort limit and so on

    For the first turn everyone is granted extensions as some people have likely not installed the mod yet...


    There can be only one winner, thus good luck to all of you!




    EDIT

    Also I recommend you use the first save for testing, as it has no passwords
    Last edited by Jadli; April 23, 2020 at 07:21 AM.

  16. #16

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI


  17. #17

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

    need an extension to install the mod

  18. #18

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI


  19. #19

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI


  20. #20

    Default Re: [GS Event][The Elder Scrolls - Unofficial Patch 1.42] TES Newbloods VI

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