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HoMM6, WT, right now.
In the two previous posts, the PROJECT of the next (third) edition of our rules is presented – for now, sections II and III.
This edition is experimental and will come into effect with the summer season. Based on the results of the "testing," we will either adopt it definitively or hold a vote on controversial points. Therefore, I am looking forward to discussions of real game situations, not theoretical reflections on what is better or worse.
In the tournaments that are already underway, the previous edition continues to be in effect, unless the organizers decide otherwise.
During the transition period – in the summer of 2013 – the seasonal tournament will be played according to the third edition, and newly started tournaments will be at the discretion of the organizers.
For those who are too lazy to read, here is a brief overview of the changes.
1. I have changed the structure. Now, section II contains the rules that are common to all templates (in previous editions, these were the rules for the CM – Castle Might). Section III contains additional information and individual rules for specific templates. In this connection, I have made many minor changes that do not affect the essence of the rules but are necessary in meaning.
2. I have reworked 5.10. Restrictions on heroes. This is where the largest number of significant changes have been made.
- To solve the problem with chains, I have changed the points regarding Izra and Vidomina. In the previous edition, the possibility of splitting these heroes was not taken into account. I carefully read the discussion. Several options were proposed, from "do not change anything" to "completely cancel." I chose a compromise option – we will use one day, and in the future, we will not accumulate skeletons on neutral creatures. If there are problems in games, we will think further.
- I have completely removed the restrictions on Mullich. If we feel serious inconvenience, we will return them. Experiment.
- I have removed the restrictions on Tantu and level 4 magic specialists from the general rules. However, I have added points that restrict Solmyr, Dimera, and Aislinn on the Panic template and in the rules for the M templates at 200% difficulty, where this is significant.
3. Point 5.5 now looks like this:
5.5.1. Visiting Cartographers is prohibited.
5.5.2. The Fort on the Hill can only be used to upgrade those creatures whose upgraded dwelling has been built in any of the player's controlled castles. It is not allowed to upgrade creatures whose upgrade is prohibited in 5.8.
Indeed, regarding the Fort on the Hill, this is a logical suggestion.
4. I have added rules for the 2sm2c, Balance, and skirmish templates to section III for 200% difficulty.
This is the main part. It would be good if you read it and wrote if there are any errors or typos. When I reread it 50 times, I no longer notice everything.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того