For reasons known only to him, player KillerVampire was unable to provide saves for this game.
112—during the blue turn, Valeska visits the mill and moves back. Apparently, she decided to take the left fork in the road; the passage to the center is not scouted.
That's why Valya took 1 step down the road instead of up—to hand over troops to Turis. The loss of tempo is minimal; an informed choice is more important here.
Then Turis saw dirt behind the teleport, meaning the same-color computer was there, so Valya ran there. And the road to the center was scouted on day 4 by a "loh" (scout).
Furthermore—if a maphacker were playing, they would have stepped from the mill not to the right, but to the left—since that's where they'd be heading anyway. So Valya's specified maneuver is actually evidence of fair play.
I will provide similar episodes (proving the opposite of what is being claimed) further in the text.
This is a trifle that isn't necessarily worth noting, but it's telling here that over all 50+ days of the game, the blue heroes NEVER once made a mistake in choosing directions or entered the "wrong" place—a very good result, wouldn't you agree.
Major blunders, yes, there weren't any, which is why I managed to play quite well. Which is an achievement, not a sin, even if not without a bit of luck.
124—also an unremarkable move in itself; a hive was taken on 123. It's notable that in the subsequent game, hives will be ignored by the blue player, with rare exceptions.
Assumption—perhaps the opponent calculated that armies from the hive + horses are enough to crush the bog-dwellers in the second week.
So, I repeat for those who haven't grasped the essence of Oelm's argument: the opponent didn't take items subsequently (apparently on the 3rd week and later) because he thought he could crush the bog-dwellers in the second week.
Of two directions to the center, again the correct one is chosen, leading to the reds.
Plus additional factors: at the first fork, I chose the underground instead of sand (obvious why), and at the second fork, the upper road was blocked by a lot of grayed-out medusas (judging by objects—maximum size); I would have had to bypass them off-road.
That is, the route was the most natural and essentially the only one. If someone had gone differently—then we could talk about maphacking.
Without being distracted by the stadium and the vampire's breastplate.
on 126, after capturing the castle within four days, the blues don't bother checking the cons (it turns out to be strong), instead running into the central underground.
By the way, a serious blunder—the cons was taken with whatever was available. Later, realizing that the opponent might take it himself, I returned and took it, losing significant tempo (which is quite strange for a maphack game). Unfortunately, there are no saves from 125 all the way to 132, so I cannot comment in more detail; my memory isn't encyclopedic.
There they will take the two-cons. In general, I couldn't reproduce the opponent's move such that this two-cons was taken not from the darkness. Will you be able to?
The blue ГГ is not distracted by the library, as if afraid of not making it somewhere in time. Despite the fact that contact will be intentionally avoided until the finale.
It's interesting not only that again there is no mistake in directions, but also that after taking two cons, the blues run off into completely different territory without scouting what lies beyond the passages. And correctly—nothing useful will be found there.
By the way, note the form of the screenshot—it was taken at a moment when the map is not yet scouted, as a hint that the guy found everything in the dark. In reality, there's an overview on top, which I opened first thing with a scout, after which I made the conclusions described above.
Another stone in the accuser's garden—the abuse of dirty tricks.
Valeska sped up at the stable and is ready to split; from the overview, a cons is visible in the treasure zone where the road goes directly from the castle respawn. But she doesn't even think about heading there.
not the first time a hive has been ignored
Not to mention that with 11 angels and 14 horses, collecting items across a deserted wasteland is not the highest priority—you need to scout the area faster and most importantly find the village where Valya can split. In chasing this item, you can easily lose a day of tempo.
Moreover! With a maphack, it's obvious that this item should be taken—the village is right under your nose; the hero has time to take it even after crossing the desert. Plus, he could have timely removed archers from the hero; there were opportunities for this. But with a closed map, taking the item is a negative move, as argued above. So this episode actually works in my favor.
212—simply stunning. The opponent captures a small tavern village—and on the first move doesn't build a tavern or Mage Guild or even anything at all, but makes a "papal" move—builds a fort! Meanwhile, Valeska crawls into the snows to take the cyclops-den with a penalty (or maybe not). But! It's seen that later she heads somewhere up.
I reasoned as follows: I arrived at the treasure zone, I need to search it. The treasure zone is in a corner, meaning it's large and rich. It must be searched regardless—other options look less profitable, which is why Valya took a step up. But to help her with the choice, I decided to light up a piece so it would be clear where to go—left (if I see something there) or right (otherwise). Because if that territory isn't lit up immediately, the scouts won't arrive very soon; they have to run in a spiral.
Why this hassle when you have a maphack is completely unclear. It would be easier to just build a tavern and release a couple of scouts on gargoyles—they'd find the Dragon Utopia (it's not far), clear out the mother, and help with the chains.
213—I suggest trying to repeat Valeska's move without using a flight scroll—this is beyond my ability
214—stunning again; the trick is not only that Valeska ends up under a possible zhalov (if there were Dimension Door, Town Portal has been available for a week and scouted), but also how she does it.
And, by the way, Valya stood extremely unfavorably—on essentially the only cell you were observing. A player with a maphack would have stood a cell or two back and wouldn't have revealed Valya.
The blues, somewhere toward the end of the fourth, revealed normal parameters, and two days later, they fell. I, in my sin, thought about armor, and possibly with a red orb. But here—pure hiding, right up until the finale 227. And this is with Brogh's 3400 moves and air magic. With handcuffs! With an impl and empowerment. Well, maybe he'll get some with 2 Dimension Door somewhere? No—he won't. Either he played like a total loser, or he took me for an idiot, or he maphacked EVERY turn.
Until such are presented, I ask the jury not to consider this argument.
214 Perhaps we can put a stop to it here. A scout goes with a sizable army into a tree on the Necropolis respawn, which he grabbed on 113. The overview is intentionally ignored (cons are visible from it, by the way). In general, the style is one and the same—and the whole game since 112 has been maintained in it.
The overview is not ignored intentionally—it just takes 4 days to get there from the castle; the respawn is wound in a spiral. The scout with the army isn't going for cons, but to level up in safe territory—he's a mage with air magic, he needs to expert his air and gain knowledge; a second jumper is very useful in the late game. If cons were found—good. If not—to hell with them, at this stage it's not the most critical factor.
It's quite obvious that hitting right on the mark (they weren't given Town Portal in Dragon Utopias).
There are only 2 options—either Necropolis or Rampart (the rest were grabbed later). As the same-color materials tell us, Rampart has the highest chance for Dimension Door, so that's why I built there—exactly for the second jumper (and a scroll with fly so he could use it).
Seems I haven't missed anything else. So thank you all for your attention; I hope next time, before praising the prosecution, the viewers will bother to check the presented arguments, or at least listen to both disputants.
And as for Sir Oelm, one can only wish him growth in heroic skill, so that such simple actions of opponents find logical explanations in his head rather than forcing him into unnecessary conspiracy theories.
As well as learning to rely on your own knowledge and logic in discussions, not on dirty yellow-journalism tricks of manipulating public opinion. Even a member of the AK fell for it...