Results 1 to 20 of 496

Thread: A Storm of Swords - Westeros Online Battle HS

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Dr Mac's Avatar Vicarius
    Join Date
    Mar 2012
    Location
    Liverpool, GB
    Posts
    2,765

    Default A Storm of Swords - Westeros Online Battle HS

    - A Storm of Swords -
    Online Battles HS

    Hello everyone! Here we shall delve back into the World of Westeros with a whole new twist; online battles! We can finally continue with our strategic plans as before, but we shall be implementing the amazing Enginbe Overhaul Project (EOP) by youneuoy so that we can fight it out on the field. You can find more info on the project and battle implementation in the link below.

    We are also using WTW HS patch by Jadli, it includes the following - small adjustments to recruitment (changes to ships, removed the availibility of standard mercenaries in settlements, etc), removed majority of scripts, fixed some recruitment scripts, enabled forts, added siege equipment and agents, added freeupkeep to all house units, stat changes to GBs, added siege equipment and agents, balancing to economy, armies, etc...


    Westeros Total War + WTW HS Patch + EOP

    +this EOP PATCH

    The mod includes Engine Overhaul Project (EOP), it allows us to have online battles. You have two options of launching the mod. (Neither is using the original Westers - Total War launcher, with that option, the HS save will crash). In both cases you have to use the EOP launcher, called M2TWEOP_GUI (as admin if needed) and chose run mod. In settings, you can either choose
    - standard (vanilla) config, should work fine. (recommended)
    - or you specify the name of the configuration file of the mod (called configuration.cfg). Though, in that case, you have to delete the "bypass_to_strategy_save" line, as it breaks the EOP

    In either cause, you also obviously have to select in the launcher settings "Use M2TWEOP" and autogeneration of battles (tho you might want to disable it for turns, when there is non online battle, as the pop up may get pretty annoying)

    Factions
    - Everyone will play one faction, claim 3 factions in order you wish to play the most.

    House Stark of Winterfell:
    Arya210
    House Tully of Riverrun: Jadli
    House Lannister of Casterley Rock: Sluzavyblin

    House Baratheon of King's Landing: Reaktorkern
    House Greyjoy of Pyke:
    Isenbard
    House Arryn of the Vale: Caly6000
    House Frey of the Twins: Paladinbob123
    House Baratheon of Dragonstone: Dr Mac
    House Baratheon of the Stormlands:
    Fubuky
    House Tyrell of Highgarden: Ural
    House Martell of Sunspear: Keldo52


    Admin(s): Mergor, General Dragon


    The Rules
    - Time for a player to play his turn is 24h, unless waiting for an online battle. The Admin may grant an extension occasionally, but only if you ask for it. Otherwise you will be skipped. You cannot ask for an extension if you are already late, If you will be skipped in two or more turns in row, your faction will be turned AI.
    - You must notify next person in turn order that it is their turn. Links to all TWC and discord accounts are in the player list.
    - 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.
    - There are some AI factions. You may form alliance, trade rights and similar, but not asking for money/lands and so on.

    - Suiciding a faction you play is not allowed, and may result into a removal from all hotseats.

    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 - Queueing up units in the recruitment slots to increase artificially units/agents maximum number you can recruit in one settlement.

    7) Using ships to get more movement range - Using ships to give more movement range to armies on seas.

    8) Turns and screenshots to be uploaded on TWC - Please upload all relevant screenshots for battles, agents and the next player's turn onto twc. A separate discord will be set up only for the use of arranging online battles.




    Online battles
    - Battles of players vs player will be fought online, UNLESS the defender AND attacker decides that there is no point in fighting the battle online. Then it may be autoresolved (no manual battles).
    - Admitting defeat or exiting the battle before the end is prohibited, unless all the participants agree.
    - If the besieged army sallies out of the settlement on the first turn of the siege, the besieger is not allowed to use his his siege equipment (rams, ladders, towers) to assault the walls/gates. A player can only sally out once per turn with the same army.
    - If there are more armies on the same side that are not full stacks, they ll be merged.
    - In a siege battle, the attacker(s) deploys first and once they are done, the attacker(s) must inform the defender(s) that they are read. Attacker(s) cannot redeploy until the battle is started. Exceptions can be made if the defender(s) doesn't mind small changes.
    - No camping by the red line. The red line should be farther than your archers can shoot.
    - It is not allowed to use any game bugs or exploits! Including the cavalry bugs when you order cavalry to push through enemy units while secondary weapon is selected, OR giving the cav an order to attack an enemy unit next to the one it attacked initially, while the cavalry is locked in a melee. Use the cavalry the way its supposed to, i.e., charge, fall back, and then charge again. (all other bugs/exploits banned as well)
    - If there are reinforcements arriving at the battle (starting behind the red line), it is forbidden for the enemy to deploy (some of) their units in such a way that they would immediately attack the reinformencing army or shoot at them, while the army is crossing the red line. The reinformencing army first has to be allowed to fully deploy itself to the battlefield before it can be attacked. The enemy should therefore deploy its starting units at least two times the distance given by the red line rule above.
    - In a battle the initiator (attacker) must always attack, and cannot take up a defensive position to force the defender to attack. Sieges can only take up to 90 minutes. If time runs out, the defender wins.

    - When initiating a battle against other player, you must post complete information about the attacker and defending armies (all units visible. If general has a custom bodyguard, that must be mentioned/shown as well) and notify admin and defender about the battle along with sending the pre battle save, so that the decision can be made asap. If the defender doesnt respond in 24 hours, the battle can be autoresolved.
    - Since the annoucement of the battle, there are two days to play the battle ( including the 24 hours for the decision) in case the defender wishes to fight the battle online.
    - At the end of battle, you must take pics of the battle results. (if you forget to generate results file or take a pic, there is availible battle replay in temp folder)
    - The battle scenario will be created by players. Battle results are saved by players (quite easy, more details on that later). To implement the saved results into the save, an admin is needed.
    - How to to create the battle and save the results, follow this link
    or you can watch the video on how to do it


    - Every player shall announce at least one person that would be allowed to fight their battle for them in case they are busy. That can be any other player (obviously not an enemy ) , not necessarily anyone from this hotseat though, as long as as they would be ready to play.
    - All turns and final battle results will posted in this thread. However, there will be a chat room in Hotseat Hub discord for organizing the battles (whenever a battle vs player is about to happen, post the required info, save and tag the admins and the defender(s))


    Military rules
    - Non online battles vs players are autoresolved. 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 (samely for online battles. You are allowed to fight manual battles vs AI.
    - No one turn peace ( although you cannot attack players who havent played their first turn yet, or enter their land. 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. Agents can move freely). Exceptions: Stark can enter Twins region on turn 1, The Lannisters can cross the tyrell lands to enter Atranta region, etc
    - Armies that are defeated in battle by a player that comes after them in the turn order 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.
    - Night battles not allowed! (to limit amount of online battles)
    - Heroic victories in autoresolve 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 maybe allowed, but only if the odds are higher for the attacker than 1:1 and it is a navy battle.
    - You are not allowed to post a defeat (autoresolve)
    - You are allowed to fight a naval battle only if the odds are 2:3 or more.
    - Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units/agents 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 closer to bring it in range of more of your forces.
    - Maximum 2 forts per faction GLOBALLY (= you can have max 2 forts on the entire map), must have a minimum of 5 units plus a general inside
    - Each unit of siege equipment can be used just once in each turn to take settlement.
    Ballistas can assault wooden walls and dungeons,
    catapults can also assault basic stone walls/castles,
    and trebuchets can also assault also large stone walls and fortresses.

    - Huge stone walls, citadels and starting lore capitals cannot be assaulted by any unit of siege equipment, only a regular siege.
    (the starting lore capital bonus applies only to the original owner. Same for the agent rule below)

    You are not allowed to use more than 50% of your ship's movement points the turn they get restored after the bugged storm/flood.

    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 or fort has 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.
    - Princesses can steal generals (umbrella term), if they have more than 30%. Exceptions are members of the ruling family, which cannot be stolen

    Settlement rules

    - Destruction of buildings is not allowed.
    - Not allowed to exterminate settlements.
    - Two factions can trade maximally one settlement per turn. Such settlements can only be traded if they are not in danger of being besieged by any number of enemy units, AND the switch, along with the disbanding of units can happen before the settlement could be besieged. If such settlements borders an enemy province, the two players trading the settlement must notify their enemy(s) that the trade will happen. Their enemy(s) may show proof that the settlement can indeed be besieged to prevent the trade.

    Financial rules
    -20k debt - troops desertion (admin will disband some of your forces), -40k debt - faction destruction
    .
    You pay for your armies in other regions than yours in a following manner:- You pay 1000 florins for army led by a general (1250 if its just a captain), 2500 for every turn of a siege (3000 for captains). 500 for generals on a ship (every general, due to technical limitations).

    Lore/RP rules
    - At the start of this HS, many of the factions are bound by marriage, family etc. These have resulted in set alliances being formed between factions such as Stark/Tully and Lannister/King's Landing. These alliances are expected to be upheld unless there are significant character deaths and/or good reasons for changing alliances. Nothing is certain in the game of thrones, but actions such as Stark turning on House Tully (and vice versa) whilst Catelyn, Robb and Edmure Tully are all alive would not be condoned. For the likes of Greyjoy, Tyrell, Martell, Frey and Arryn, these rules are a lot more lax.
    - Significant deaths include the following for each faction:
    Stark: Robb Stark, Catelyn Stark ~ Lannister: Tywin and Jaime ~ Tully: Edmure and Brynden ~ Stannis: Stannis ~ Renly: Renly ~ Joffrey: Joffrey, Tommen

    - It is assumed that Renly, Stannis and Joffrey have all claimed the Iron Throne and cannot be allies until there is a significant death
    Last edited by Jadli; January 26, 2023 at 09:35 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •