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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
I already forgot what I was doing... but now with a fresh perspective...
Regarding terminology:
rebellious
The meaning of the word "...castle..." in this formulation can be interpreted as:
- 1) a city with a built castle;
- 2) a city of the "castle" type.
- 3) any cities referred to colloquially as such.
Rules cannot contain formulations that allow for so many different meanings :)
I reread the rules from this point of view. The Castle, referring to the Human City, appears only in section II.3., which discusses choosing castles. A castle as a structure within a city is not mentioned anywhere. I believe adding clarification would unnecessarily clutter things. In the English version, the word "castle" has the same meanings. I have never heard it cause confusion. There's also the Citadel - both a Barbarian city and a building within a city.
However, some other terms will likely need editing.
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Compared to the November 30th revision, I am making **clarifying changes** to Section II and providing answers to questions along the way:
For convenience, I will **number section 4**:
4. Restarts.
4.1. Mandatory...
4.2. ...upon first encounter...
4.3. Subjective...
4.4. ...along one road towards GO...
4.5. ...due to a strong block...
Hero of Might and Magic III
"each player has the right to take a restart/restarts during their turn." Can't they do it during another player's turn?
Clarification:
4.3. Subjective restarts: each player has the right to take a restart/restarts no later than the end of their turn on that day, i.e., start a new game with map regeneration.
For example, on day 112, Red is out of restarts, takes his turn, Blue has a restart for day 112. Blue can use his restart on day 112 during Red's turn if he sees things are going badly, or wait until the end of his own turn. In the opposite situation (day 112, Blue's turn, Red has a restart for day 112), Red cannot use a restart after passing the turn.
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Kluka
Restart along one road towards GO. Taken up to day 115 inclusive. It seems this was not quite what was intended: taken on the day of discovery, but no later than day 115.
RiMpel2
Is restarting along one road towards GO mandatory? Or if I like it, can I continue playing?
AYMAN
Imagine this scenario: A player effectively has only one road leading to GO, but doesn't realize it yet because that road is blocked by a block (but this block can be broken, although it may not be worthwhile). The player continues to take dungeons or level-up heroes and then, for example, breaks through on day 116 and discovers that there is only one road to GO behind him)). And as a result, he loses. I understand that this is rare, but it is possible. Therefore, I suggest changing this point to at least include day 117.
Kluka replied: Up to day 115, you should try to find a way around the blocks... If you don't reach GO within 5 days, your respawn must be huge; why did you lose? We played without this restart before and won...
Oelm
...And if GO blocks the passage to the secondary city? What do you do?
But you have exactly one road to GO, i.e., it falls under the "restart along one road towards GO" rule.
Oelm
In general, I would suggest restarting when going off-road to GO - now that's a real challenge! But playing with just one road to GO.
If there is a restart upon meeting another hero, then a restart due to an off-road path to GO is redundant.
I edited the section on **restarting along one road towards GO**, resulting in:
4.4. Restart at the player's discretion if they have only one road leading to GO. Taken on the day of discovering this fact, but no later than day 115. If subjective restarts remain, the player can use their remaining subjective restart (for example, on day 113, they can take the remaining restart from day 111). If subjective restarts are exhausted, and the player discovers that the only road from the starting castle leads to GO, they may request an additional restart.
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Kluka
4) The point about having to break through the guard of each passage if you want to pass through should be returned/added.
numOne
IMO, it's an unnecessary sentence, and everything is clear without it.
Let's rephrase it as follows:
5.6. Transitions between zones.
5.6.1. To move from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards on the passage, it is enough to destroy any one of them.
5.6.2. ...Kluka
regarding p.5.6.5
- Are there any other undeniable pieces of evidence that the guard was destroyed?
Probably correct, but I cannot think of any examples of such evidence. Unless the opponent says so himself.
Yes, I couldn't come up with anything either, except for information from the opponent; just in case, let's keep it.
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b) find and visit with any hero "Sanctuary of Magical Thoughts" with the Raise Dead spell (to use Tanta's profile spell).
Hero of Might and Magic III
Is this hero required to learn the spell? If he doesn't have wisdom or even a book, then what?)
Dubrovin Pavel
Read the entire section 5.10 instead of pulling out a single phrase...
I also looked at 5.10.4. When writing the rules without reading, I copied this point from Inviz. It's written somewhat awkwardly; before translating into English, we need to formulate it correctly in Russian... I will think about it.
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5.14.