Two worlds separated by the expanse of the Internet. Two hotseat communities separated by custom. Two sets of veteran warriors battling for the right to be known as the most feared and greatest hotseat warlord on the internet.
Ladies and Gentlemen I present to you "When Worlds Collide", an 8 player hotseat game pitching 4 of the best warriors from totalwar.org against 4 of the best warriors from twcenter.net.
So sit back and watch as the greatest warriors battle for the supremacy of their respective communities: pride is at stake, reputations are on the line and the time for talking is over.....let battle commence!
Anybody interested in seeing our hotseat kinsmen's community at the TWC please follow this link:
The game will operate with co-admins, one from each site to ensure impartiality. They are as follows:
The Org
Zim
TWC
Visorslash
HUMAN FACTIONS
Spoiler Alert, click show to read:
Kingdom of England: Mordrorru Kingdom of France: Tristan de Castelreng The Holy Roman Empire: phonicsmonkey
The Byzantine Empire : Vassilef Moorish Caliphate: Thanatos Eclipse
Hungary: Incontinenta Buttox Teutonic Order: Nightbringer
Denmark: Oddsworm
AI FACTIONS
Spoiler Alert, click show to read:
Republic of Novgorod
Seljuk Sultanate
Kingdom of Denmark
The Crusader States
Cuman Khanate
Kingdom of Hungary
Kingdom of Sicily
Kievan Rus
Kingdom of Norway
Khwarezmian Empire
Kingdom of Leon
Republic of Venice
Republic of Genoa
Kingdom of Aragon
Kingdom of Scotland
Kingdom of Portugal
DEFEATED FACTIONS
Spoiler Alert, click show to read:
None
Victory Conditions
The game will continue until either all the opposing team's factions are destroyed or the players have publicly surrendered, or if the players have abandoned their factions and are not present to continue the game and no replacements can be found. The remaining team will be declared the victor.
All Player vs Player battles must be auto-resolved.
Battles against AI can be played.
Note: Screenshots are to be posted as evidence of auto-resolve(only for player vs player battles).
You must have 2 spies or more to open another human player's gates.
No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort securing a resource).
No killing generals|family members with assassins(only other agents can be assassinated).
You can only destroy military and religious buildings 3 turns after the city's capture
You shall not be allowed to destroy buildings in a settlement if it is under siege.
Ports cant be destroyed.
No circling armies in order to destroy them entirely (it mean no surrounding enemy army with several single units,because if enemy army is defeated there will be no survivors,and that is bug)
Spawned troops when someone gives you a settlement that is near a war zone have to be disbanded IMMEDIATELY the same turn. If settlement is not in a war zone you are allowed to keep one of them to maintain public order in the 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, 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.
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Any team-mate can sub for a player who cannot play his turn within the allotted 24 hours and will be granted an additional 24 hours to do it. If there are no available team-mates then the 'friendly' admin will sub instead. If there are no subs or friendly admins available within the 48 hours then the turn will be skipped. An extension may be granted by the opposing team's admin on request.
**************************************************************************************************** *
Any actions which are judged to be an exploit by the majority decision of the two admins and the team captains will be banned from play from that point on. If an unfair advantage is adjudged to have been gained then the admins will take the necessary action to restore balance as they see fit. The admins and team captains will be obliged to consider any action which is referred to them by any player on either team at any point in the game.
Starting positions in territory = 33 territories each
Turn-by-turn commentary:
Turn One update:
Spoiler Alert, click show to read:
- England sent a force across the channel to take French-held Bruges
- Denmark took Hamburg from HRE
- Hungary took Vienna from HRE
First blood TWC! (but there was no opportunity to defend any of these three settlements which were attacked with superior force and could not be reinforced...)
I don't know what these mods are doing to my computer, but it's really ticking me off. Screenshots are ending up in ungodly places and when I CAN find them, I can't upload them to photobucket because photobucket doesnt even recognize them as IMAGES.
WHAT THE (Long profanity)???
:wall:
France is up. :brood:
12-05-2010, 17:52
Swarbs
Re: When Worlds Collide: Org vs Net Hotseat Challenge
That's weird. No matter what mods you use the screenies should all end up in C:\Program Files\SEGA\Medieval II Total War\tgas
If you need to convert them to jpgs, you can use the program here:
Stick it in the same directory as the .tga files and it will convert them all to jpgs. It inverts them all when converting them for some reason, but you can easily flip them back over and crop them in Windows.
12-05-2010, 22:01
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Or you can use Irfanview which is freeware image manipulation software
12-06-2010, 00:02
Mordrorru
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Re: When Worlds Collide: Org vs Net Hotseat Challenge
We'll be restarting this game shortly in another mod, KGCM...so watch this space for updates
01-21-2011, 13:50
Incontinenta Buttox
Re: When Worlds Collide: Org vs Net Hotseat Challenge
IB choses.......
Hungary
01-26-2011, 22:56
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
The org team picked The Teutonic Order and await the final pick from TWC
Teams so far: Org
phonicsmonkey (c) - HRE
Askthepizzaguy - France
Thanatos Eclipse - Moors
Balthor - Teutonic Order
TWC
Mordrorru (c) - England
Vassilef - ERE
Incontinenta Buttox - Hungary
Oddsworm - ?
01-28-2011, 23:09
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
The TWC team made their final pick: Denmark
The game will start shortly and updates will be posted here.
02-03-2011, 08:30
Nightbringer
Re: When Worlds Collide: Org vs Net Hotseat Challenge
hi all, i've accepted phonics invitation to step in since Balthor seems to be MIA.
I warn you I'm not really an expert at this, and have never played KCGM, but I'll do my best.
FOR THE (wait a sec, I have twice as many posts on the .net, meh, whatever, I don't do hotseat there) .ORG!!!!
I just need the TO save file and im good to go
02-04-2011, 23:28
Incontinenta Buttox
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Our team has the better pick. Can we get a battle report or something? With screenshots? *drool*
02-10-2011, 13:02
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Quote:
Originally Posted by Myth
Our team has the better pick. Can we get a battle report or something? With screenshots? *drool*
Absolutely, I'm going to be posting a turn-by-turn report in this thread, with screenshots as they become available (usually a few turns after the action)
02-11-2011, 09:31
Myth
Re: When Worlds Collide: Org vs Net Hotseat Challenge
I am subscribed to this thread and waiting eagerly.
02-17-2011, 00:07
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Turn One update:
- England sent a force across the channel to take French-held Bruges
- Denmark took Hamburg from HRE
- Hungary took Vienna from HRE
First blood TWC! (but there was no opportunity to defend any of these three settlements which were attacked with superior force and could not be reinforced...)
02-18-2011, 14:46
Myth
Re: When Worlds Collide: Org vs Net Hotseat Challenge
England will have a hard time holding anything on the mainland if France concentrates it's efforts on that. They are a long ways off of massing the deadly Longbow line units that can hold a castle practically forever. Forsaking the AI nations north of Nottingham may prove to be a bad move, I'm not particularly versed in Stainless Steel (although I'll install it today), not sure how aggressive the AI is.
The HRE is a beastly power but now that I think about it it can be sandwiched between Hungary and Denmark (as it is evident). Losing Hamburg is not something that is out of the ordinary - Denmark is pretty much forced to take it or stay with it's petty villages in Scandinavia (although SS gives them 3 starting settlements. If this were vanilla M2:TW they could have been wiped out in one blow)
Denmark's early AP attacking units are scary good, and their archers are very good in hand to hand. However they absolutely suck when attacked with massed ranged units and cheap but plentiful spear line units (AP really shines versus Dism. Feudal Knights and the likes). Denmark will most certainly stack Hamburg well, knowing it's its most viable troop production center that will serve as a launchpad further in HRE territories. This will leave their civilian cities up north vulnerable - if one can get there undetected that is. Perhaps a french boat can sail there unexpectedly? They'll see HRE armies going north by land.
The more the game drags on, the weaker Denmark becomes, unit wise. Although SS might have changed that?
Hungary are annoying with their HAs but their infantry is garbage. They cannot storm cities early on versus the HRE, and autocalc will not do their mobile HA armies justice. Stacks of Feudal Knights and Spear line units will autocalc them to death.
What I can say is that the enemy wanted to box the HRE in so that it cannot help France while England slowly weathers them down. The problem for England, however is that early on France is bigger and richer, and that autocalc does not abuse Longbows as the human player does. The Scottish and (are there Irish in SS?) Irish can also make one hell of a melee for Nottingham as well.
The HRE is rich enough and it's lands tight enough to be a very tough nut to crack. And the Teutonic Order can and will cut a bloody swathe trough Hungary OR send a ship of it's own to take the Danish town on the Scandinavian peninsula. Securing AI help via diplomacy in the Northern and Central European regions will be key, as a 2 on 2 melee is very fickle.
The enemy Byzantine Empire is very strong early on, and although a few turns away from the melee in Central Europe, they can come and hit hard. Or they can expand towards the Holy Lands and reach higher money and tech faster. Either way they will be a pain when they come, as they will come in force.
However the Moors can be both hard to take out (need to go trough France to get there by land, need to convert their lands to Catholicism or risk rebellion) and be a pain in the butt for England who has surely left London and Nottingham undefended (or poorly so). Even if the Moors just put their money towards making a fleet it will still be enough - locking the two English ports that supply the channel will cut off reinforcements towards the mainland, and England doesn't have the economy necessary to support both a strong occupational force in France and have a substantial fleet recruited.
Denying the enemy team the option to sell diplomacy/trade rights/map information for early cash will be vital. Fortunately England is locked on its island or has to wait for it's diplomat to trudge trough half of Europe to get to any AI faction. By that time they could be severely starved for gold.
So my advice - France autocalcs it's way to victory versus the inferior English forces (if it's like the RTW autocalc, the unit's stats matter only, not if they are ranged). Perhaps if it can spare a sneaky ship, it does so and sails towards the Danish capital.
The Moors make an effort to backstab England one way of the two ways proposed.
The HRE holds out until it can either retake Hamburg (not likely as it's probably stacked trough the roof), autocalc versus the light Hungarian armies or sneak an army past Hamburg and into Danish territories.
The Teutons help the HRE by either attacking Denmark from the Eastern borders, helping with the siege of Hamburg or going south and splattering Hungary across the planes. That last part is probably not good since the destruction of buildings is forbidden and it will be hard to hold to the territories once the Byzantines arrive.
02-18-2011, 22:11
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Hey thanks for the feedback! One thing I'd say is that we are no longer playing this game in SS, but instead in KGCM with the hotseat patch where some of the factions have been rebalanced. France and HRE are not as powerful as in SS as far as I can see...
02-22-2011, 10:03
Myth
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Dang. I even installed SS 6.4 to take a better look. No idea what this other mod is or how it changes the dynamics. England in SS is stronger as they get two extra regions + a better developed York. However their starting stacks are pathetic in the Early period.
Some points still stand however. England is an island nation and as such can be cut off by virtue of a strong enemy fleet. They cannot feed 10+ cogs and have the money to field an occupational force and a strong assault stack that heads towards Paris or another vital French city. The Teutonic Order can sail towards the Danish towns that are undeveloped and hold off the Danes at the choke East of Anthwerp.
Can you give some more details or screenshots? More info on that mod and what it changes would be good as well.
02-22-2011, 23:44
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Quote:
Originally Posted by Myth
Can you give some more details or screenshots? More info on that mod and what it changes would be good as well.
You can find the mod forum here at the TWC. There's a sticky thread there that details the special patch for hotseat games that we're using.
By the way if we have a good experience with this mod I'm planning to use it for grand campaign hotseats here at the Org.
With regard to screenshots, my ability to post these will be limited by the fact that I only have one faction's viewpoint on the game and also I can't give too much away to the other team who may look here.
However it is a rule of this game that all battle results be recorded by screenshot, so I will certainly link to those when I do my turn-by-turn update. I'll also post the faction rankings (for what it's worth) and maybe I can persuade the other players to let the admin of the game post a composite map with enough of a lag (probably 5 turns)
By the way the reason we don't have screenshots for the first turn is that we had to restart and we rushed through the replay of that turn without new screenshots. The old ones are inaccurate because the unit size is now different, so I didn't link to them here.
02-24-2011, 01:16
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Starting positions were 33 territories each. This is the position at the start of turn 2:
Re: When Worlds Collide: Org vs Net Hotseat Challenge
that is basically unreadable for some reason.. could you maybe paint in the lines?
02-24-2011, 08:16
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
EDIT: ok those were pointless pics, try that instead
it's annoying, I resized them all the same on photobucket so they'd sit in pairs side by side but only one of them has done it
EDIT2: ok that should be better now
02-24-2011, 10:21
Myth
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Byzantium can just afford to build up and come in like a hurricane, while the others fight since turn one. But if you take their capital they're crippled. Not that it's easy to do though.
02-24-2011, 11:13
Thanatos Eclipse
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Charts!!! I don't need no stinkin' charts!
besides all the good stuff doesn't happen till turn 3 ;)
03-02-2011, 09:45
phonicsmonkey
2 Attachment(s)
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Turn 3: The TWC team desperately grabs land from the AI in preparation for the coming Org onslaught.
Magdeburg is lost by the HRE to the Danes, abandoned in a strategic withdrawal.
Re: When Worlds Collide: Org vs Net Hotseat Challenge
As a bonus for anyone following over here, I sunk a couple of ERE ships this turn. What I haven't told the netters (going to let them figure it out on their own) is, as luck should have it, one of those ships was carrying nearly a full stack army. Looked like some pretty good units too :thumbsup:
03-08-2011, 09:05
phonicsmonkey
Re: When Worlds Collide: Org vs Net Hotseat Challenge
Quote:
Originally Posted by Thanatos Eclipse
As a bonus for anyone following over here, I sunk a couple of ERE ships this turn. What I haven't told the netters (going to let them figure it out on their own) is, as luck should have it, one of those ships was carrying nearly a full stack army. Looked like some pretty good units too :thumbsup:
woohoo! nice work!
I'm going to post an update of turn 4 soon and I'll link to the screenshots in the other thread.
03-08-2011, 11:11
phonicsmonkey
2 Attachment(s)
Re: When Worlds Collide: Org vs Net Hotseat Challenge