[HS] Clash of Kings II (Restarted)

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Moderators: SoulGamesInc, Berry Knight, joerock22, Narsil

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Alertlord
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#11 Re: Clash of Kings II

Post by Alertlord » Thu Apr 26, 2018 12:44 am

The turn should be up within a few hours, I'm just waiting on a small issue for which Joe will hopefully resolve along with something I need doing.

Lannister - http://www.mediafire.com/file/dmdh5la6q ... ster_1.sav

Hopefully, the problem I have will be resolved in the admin turn. :mrgreen:

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HouseStarkFtw
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#12 Re: [HS] Clash of Kings II

Post by HouseStarkFtw » Thu Apr 26, 2018 11:43 pm


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King of Dawn
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#13 Re: [HS] Clash of Kings II

Post by King of Dawn » Fri Apr 27, 2018 1:04 pm

Stannis the Mannis is comming for his throne

Tyrell up ~ http://www.mediafire.com/file/dqnfqic7w ... rell_1.sav

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Vierwood
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#14 Re: [HS] Clash of Kings II

Post by Vierwood » Sat Apr 28, 2018 12:49 am


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SoulGamesInc
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#15 Re: [HS] Clash of Kings II

Post by SoulGamesInc » Sat Apr 28, 2018 6:30 am

The aging script doesn't appear to be working due to (as far as my testing confirms) missing [hotseat] entry in the .cfg? Admins care to confirm? Characters should be aging 1 year every 6 turns. Instead they appear to age every 2 turns, a ridiculous speed for such a large map.

Edit: It's not the .cfg (might've just been because I aint slept for a good 48hrs) but the script itself failing to trigger on local endturns in HS. The solution is making it trigger at Slave endturns... the trick being me figuring that out. If I do we'd need to restart.

The question remains if people WANT to restart... or we just continue to age at 1 year every 2 turns...
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#16 Re: [HS] Clash of Kings II

Post by joerock22 » Sun Apr 29, 2018 1:55 am

The prisoner rules are somewhat ambiguous and leave a lot of interpretive leeway. I'm getting input from multiple sides as to how I should be interpreting them. I'm weighing two very important factors here: 1) gameplay/realism, and 2) my own sanity. So here is what I'm going to do:

Prisoners CANNOT be moved. This requires too much subjective judgment on the part of the admin. How far can a prisoner be moved in one turn? Is it feasible to move them to/from a certain location? Is there a likelihood of escape on the road? How likely is an escape, given the area the prisoner is being moved in and the size of the escorting force? See - too much subjective judgment. I also don't want to be stuck making this judgment every single turn, which is what I foresee happening.

Prisoners CAN be executed, however. Pretty self-explanatory, and not likely to drive me insane as the admin. Just don't ask me to execute prisoners when an enemy army is within 1 turn's range of being able to liberate them. That's lame. Pretty much, if you wouldn't be able to gift the settlement, then you can't execute the prisoners being held there.

So that's how I'm going to handle this.

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Loose Cannon
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#17 Re: [HS] Clash of Kings II

Post by Loose Cannon » Sun Apr 29, 2018 1:41 pm

I agree that prisoners should not be movable.

Were any prisoners executed in the novels? The 2 lannisters killed by Karstarks should not count as that was a murder against orders (and cost Karstarks his head). So I don't think you should allow executions.

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#18 Re: [HS] Clash of Kings II

Post by SoulGamesInc » Sun Apr 29, 2018 3:13 pm

Loose Cannon wrote:
Sun Apr 29, 2018 1:41 pm
Were any prisoners executed in the novels?
Eddard Stark? Regardless, execution has been allowed and expected in every HS we've played using the captive system and it should be allowed in every game moving forward. There are deterrents to it. The only reason Robb doesn't execute Jaime is because the Lannisters have his sister(s) and similarly the Lannisters 'try' to treat Sansa well least Jaime be treated poorly too. Captives are bargaining chips. The threat of death is there.

It's all the admins prerogative, although I personally say that executions are an integral part of captives.
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#19 Re: [HS] Clash of Kings II

Post by Parafix » Sun Apr 29, 2018 9:55 pm

Game continues
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