Please observe the following rules while playing the game:
Spoiler Alert, click show to read:
Battles may be fought or auto-resolved at the players' discretion.
No reloading the save to create a different outcome.
Each player has 48 hours to complete his turn, post the save game to this thread and alert the next player in line by private message. If the deadline is missed the Admin may skip his faction or he can be subbed by an ally. Extensions will be granted on reasonable request.
Do not recruit General's Bodyguard units. These may only be created by adoption, marriage, natural birth or man of the hour.
Do not attack ships in ports.
Armies boarding ships in ports can't stay there for more than one turn.
Don't leave blockaded ports without beating the blockading ships first.
Do not exploit the naval movement bug (to avoid this always select your navy by clicking on the ship on the campaign map and not by selecting the unit cards.)
Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)
No surrounding armies or agents to destroy them, either by occupying the tiles around the army or agent or by deliberately blocking all exit routes from the province in question. An escape route must always be left for a retreating army, except where that army has arrived by boat and has no contiguous friendly territory to escape into. (Surround & Destroy)
No fighting losing defensive battles on purpose in a besieged city, just to deny the invader the sacking option.
Don't use repeated offers for bribe to increase your faction leader's dread.
Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI.
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, and thus lose all their movement points
Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.
In order to assist with the observance of these rules, please post the list of defeated armies in the game thread when uploading the save for the next player.
Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.
Spies may infiltrate cities to open the gates as well as perform other spying actions but players are limited to one attempt per turn. It must be the first action they do, before they spend money or do anything else. If a successful spying attempt is questioned by a player the game admin will load the relevant save and attempt the action. If the results are different there will be penalties for cheating.
Assassins are allowed to target anyone except family members but players are limited to one assassination or sabotage attempt per turn. It must be the first action they do, before they spend money or do anything else OR the second action if they are also attempting a spying action in the same turn. If a successful assassination or sabotage is questioned by a player the game admin will load the relevant save and attempt the assassination. If the results are different there will be penalties for cheating.
No crusades or jihads to be called or joined.
No buildings to be destroyed for cash under any circumstances.
No trading of provinces solely to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.
No deliberate deals that would put you in debt above -10,000 florins
No making vassals of AI-controlled factions.
If there are any questions about the rules please ask the admin before playing the turn. In addition to the rules players are requested to abide by the spirit of the game and avoid exploiting the game mechanics on the campaign map to gain an unfair advantage. If a particular action is not specifically banned but is suspected to be an exploit please raise the issue in the thread before proceeding to play the turn. An extension will always be granted in this circumstance.
Please note that there are considered to be no exploits on the battle map. Any and all actions on the battle map are permissible.
The first save for the Teutonic Order is attached to this thread.
12-04-2011, 12:24
Myth
Re: Kingdoms Teutonic Hotseat: Winter is Coming
I suggest everyone goes to their M2TW main folder, backing up "medieval2.preference.cfg" then changing the line "unlimited_men_on_battlefield = 0" to "unlimited_men_on_battlefield = 1"
This will enable it for vanilla M2TW, the Kingdoms expansions and any mod that doesn't use a custom preferences file. I'll add this to the HS guide as well.
But would you mind if I suggested a couple of minor changes?
Would you mind checking the spelling in the top right? also, is there a typeface which you could use that makes the 's' in 'is' look less like an 'f'?
I am most grateful for your wonderful images! (ps. could I be really cheeky and request one for the Britannia game? :beam:)
EDIT: Oh, and Novgorod is up
Open call to anyone other than the TO: I am looking for friends and allies, join with me and wipe the crazy religio-german menace from the earth!
12-05-2011, 15:41
Myth
Re: Kingdoms Teutonic Hotseat: Winter is Coming
Yes, I saw the typeface was a bit messed up today. I had missed the spelling mistake, but I usually make these images in a hurry so it's common :laugh4: I'll fix them tonight.
Sorry guys, I'm going to need an extension on this until Saturday. It's crunch time IRL, and unfortunately I can't really go on autopilot for the first turn.
Myth, I had one fort too few at Riga I see. Still, I got my revenge on those guys. Also Hans is dead and his remnants which fled to Palanga cannot move next turn. I took Dunaberg and that village Olysta.
12-22-2011, 16:39
Myth
Re: Kingdoms Teutonic Hotseat: Winter is Coming
No your forts were fine, they can't stop me from reinforcing my town from the sea however. Wich one was Hans? And which force did you kill, the one that was besieging your fort to the East?
BTW I don't have gold for forts, hence me leaving armies exposed like that...
Also, Dunaberg should have stone walls, do you have a trebuchet to take it with? That stack with your Grand Duke only had a catapult when I scouted it.
12-22-2011, 23:13
phonicsmonkey
Re: Kingdoms Teutonic Hotseat: Winter is Coming
Quote:
Originally Posted by Myth
No your forts were fine, they can't stop me from reinforcing my town from the sea however. Wich one was Hans? And which force did you kill, the one that was besieging your fort to the East?
BTW I don't have gold for forts, hence me leaving armies exposed like that...
Also, Dunaberg should have stone walls, do you have a trebuchet to take it with? That stack with your Grand Duke only had a catapult when I scouted it.
:daisy:
I'm going to need to replay. Sorry everyone.
12-23-2011, 06:23
phonicsmonkey
1 Attachment(s)
Re: Kingdoms Teutonic Hotseat: Winter is Coming
ok, here it is for novgorod
12-23-2011, 06:41
phonicsmonkey
Re: Kingdoms Teutonic Hotseat: Winter is Coming
Quote:
Originally Posted by Myth
No your forts were fine, they can't stop me from reinforcing my town from the sea however.
So let me get this straight - you landed your troops on the tile north of Riga (the only one accessible to you) and then hopped them through the city to fight my guys on the other side?
because that single tile is in the red zone of my northernmost fort which I placed there intentionally to stop you doing that, assuming that when you disembarked you'd be stuck there
EDIT: wait, you couldn't have done that because Riga was under siege. did you just fight them off with the small garrison? I'm really confused about how it happened
12-23-2011, 10:32
Myth
Re: Kingdoms Teutonic Hotseat: Winter is Coming
Well the garrison wasn't as small as you thought, I got 4 units of Christ Knights as a reward for taking some village and they spawned there since that's my capital. However the troops that were on the ship also helped. I merely moved the boat next to the coast, selected all of the units on it and right clicked on the besieging army. They walked right trough everything and attacked them.
I think the M2TW engine allows this to happen (passing trough zones of control if it means attacking an enemy stack). It happened to Zim in EOTA when he was fighting Nightbringer for Osgiliath.
12-23-2011, 12:13
phonicsmonkey
Re: Kingdoms Teutonic Hotseat: Winter is Coming
Quote:
Originally Posted by Myth
However the troops that were on the ship also helped. I merely moved the boat next to the coast, selected all of the units on it and right clicked on the besieging army. They walked right trough everything and attacked them.
I think the M2TW engine allows this to happen (passing trough zones of control if it means attacking an enemy stack). It happened to Zim in EOTA when he was fighting Nightbringer for Osgiliath.
This sucks! 2k on forts and for nothing. You basically walked all the way around besieged riga through three forts' zones of control...
ah well, at least I have javcav to keep me cheerful....they really skewered those christ knights
12-23-2011, 16:27
Zim
Re: Kingdoms Teutonic Hotseat: Winter is Coming
In EOtTA he was able to pass a single tile next to a rebel town to come at me diagonally. If a TO army actually moved through multiple forts' zone of control that seems to go a bit beyond the pale. Maybe we should avoid it in the future? Seems a little too easy to bypass enemy forts' zone of control.