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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

#2341
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This is exactly what kamikaze describes happening quite often now. Moreover, the reason isn't even clear in theory. Ideally, the turn order should be interrupted if, at the end of the turn, any two opposing heroes are within a distance of each other that is less than or equal to the sum of their movement points for the next turn (or a hero and an object belonging to the opponent – in this case, only the hero's movement points are considered). At the very least, this should happen in such a situation. But it doesn't, even if the path is a straight line (and there are no teleports on the road). And there is no information that this was implemented in the code in this way. That is, it is unclear whether we are talking about a small bug that can be found and fixed, or whether the algorithm for determining the need for an early interruption of the turn order was simply conceived incorrectly, and we have to live with it, without even hoping to change it. Therefore, we need to calculate based on the worst-case scenario – set some reasonable limits for the turn order when the chance of reaching each other is negligible. Anything later is an unjustified risk that can disrupt the normal flow of the game. The rule of equating an early interruption of the turn order to a restart due to a meeting is a good one. I don't see anything more reasonable at the moment. And, by the way, this principle was used as the basis in "Favorites."
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