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Posts from Summer Cup for HoMM 3 on the TE-lite version.

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Start – June 8th

Hello everyone! I've long wanted to try myself as a tournament organizer on HeroesWorld. So, all those who wish to participate in a Homm3 tournament on TE-lite are invited.

To install TE-lite, you need to download TE-full (~300MB) and apply the TE-lite settings to it, or download it as a single archive /topic/6083/

The TE-lite settings will differ slightly from those found on HeroesPortal. In particular, the gameplay will be SOD style. The only differences are in the interface; water spells and artifacts are also prohibited.

There will also be differences in castle selection. The castle will not be chosen by hand but by a randomizer. After that, bets can be placed. Whoever places the higher bet can choose a castle out of these two. At the beginning of the game, money is sent to the opponent's account. The other player chooses the color. The player who wins the bidding can also choose a color instead of a castle (this is how they play now on Heroes.by).

To participate in the tournament, besides wanting to, players must have played 3-5 games on any resource since New Year's Day.

The prize pool is under development. :D

In the tournament, there will be an organizer (me: D) and a chief judge.

:D :( :mad: :smile14: :smile21: :smile35: :smile13: :smile20: :smile49: :smile49: :smile20:

List of participants:

1. gen -----------592-987-204
2. geroj -----------229205948
3. Lider -----------469887869
4. Psyche 7 -----------391200071
5. Alessandro -----------368316378
6. Javdet -----------432146477
7. Oelm -----------373347222
8. Medium_HP -----------498032090

Since there are 8 players participating, the tournament will be in mini format. This has both disadvantages (the role of drawing lots and random factors increases) and advantages (it is shorter in terms of time, which is especially important during the upcoming vacation period).
So, it's a cup system. Best of one game to eliminate. I wish everyone a pleasant time and success in the game.

The status of the tournament is experimental.

Template for the game 2smd(3).

Seasonal rules, BUT there are differences.
1. Start with a Necropolis castle randomly (because why not?).
2. Time control per turn is suggested at 6 minutes with pausing during battles or 4000+400. Naturally, if both parties agree, you can choose another option.
3. Mandatory restart GO on rough terrain (I hope everyone knows what this is), unless there was mutual agreement otherwise.
4. Castle selection by randomizer (I will explain how this works later).
Player Alessandro 77 strongly opposed the randomizer, so I am accommodating him; he and his opponent choose castles in the usual way.

The final is played over two games. If the score is tied, the winner is determined in a TK match (on the TE version).

Organizer’s request – even if you have plenty of time, try to decide on the time for the game as soon as possible, contact each other, and arrange it via ICQ.

All controversial issues are resolved by me as the organizer. If the issue is complex and ambiguous, then the final decision rests with the chief judge - Dirty_Player.

TOURNAMENT BRACKET (haven't figured out how to insert an image yet, see the last post):

Please pay attention:
If one of the players takes a restart, before creating a new map, be sure to restart Heroes!
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I agree!
Хорошо всё, что хорошо кончается.
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Against the randomizer. Blacklisting is part of the strategy. However, I agree with the majority/organizer and will definitely participate.
Suggestion: use the 8mm6 template, with strict time limits for each turn.
I like the tournament system.

ICQ: 391200071
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If it's a CM + Dungeon (L+Podz) and I participate with a regular pick (as played on HP and ХВ). 368-316-378
P.S. I have a request to the moderators to rename my nickname to Alessandro. I contacted Hacker — he still hasn't replied.
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I will sign up
432146477
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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I will play
498032090
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If it's not too late, I'd like to try my hand at Team Edition.
gen: 592-987-204
Sign me up!
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The tournament has begun!!! All information is in the first post. Tournament bracket - currently here. Round 1 ends on June 20. P.S. Found another bug. For the Swamp Castle, the lizard growth is 8 instead of 9.
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Lider1 (red, Castle, Valeska, Orrin) def Javdet (blue, Dungeon, Shakti, Shakti) 2SM4d(3) 1.2.5

First, horses in the citadel with griffins. Secondary Tower. Three external dwellings of gnolls in the swamp were taken with peasants.
On 117, spotted the opponent through the secondary. There are 2 Griffin Conservatories on the respawn and advanced Earth magic. I want to get Slow from the shrine and level up Earth.
121, I'm running.
122, I take the medusa dwelling. They don't give Earth magic.
123, I get defeated by Orrin, wasting peasants to upgrade knights for free.
124, I take the second Griffin Conservatory, leveled up by 2, they didn't give Earth magic. I was very afraid it would be a max-level spell, and I'd be without Mass Slow.
125, the third Griffin Conservatory. After taking it, I leveled up Earth magic.
On 125, the opponent surrendered. He refused auto-play, citing a bad position.

I would especially like to thank Roma for his nobility, as he gave 2 humanitarian restarts: the first time Valeska with 4 archers and Edric in the tavern. The second time, the Wood Mine was blocked by a horde of ogres, and on the secondary, a horde of nomads by the Naga Bank and the Chest (shifted guard) — there was nowhere else to go, and I surrendered. Also for patience, as my glitchy computer and internet caused several crashes — it was just total chaos. In short, for humanity.

Thanks for the game! And a deep bow!
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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Lider1
Lider1 (red, castle, Valka, Orrin) def Javdet (blue, dungeon, Shakti, Shakti) 2SM4d(3) 1.2.5
Thanks for the game! and a deep bow!

Fell for the fast 8 vives, but the respawn was poor. Just started to get going — turns out it was a fast rush and the opponent revealed 5-9 angels with might, had to catch up, but the 3-con with my anti-morale didn't give in.. the 1-4 build in the citadel after the 1st and the resource exchange for a backup impacted the economy, and the loss put a fat period on it.

Thanks for the game.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Oelm
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Medium_HP (blue, Rampart, Kyrre) def Alessandro (red, Castle, Valeska, Sephinoroth), 2sm4d(3), 124

After both of my resets and the opponent's 113, the start gave 6 elves, a road on dirt leading to the GO, a tiny respawn, 1 chest, 2 piles of gold and mines, there is another passage off-road onto grass through snipers and a block of many elves in the back, there should be another off-road exit there. On 112, upgrade elves and pass through pegasi onto dirt, Aine and Caitlin in the army, income 1200. On 113, an undead second-tier hero, Gelar bought, a witch with the +125 skill found, the scout hero diligently learns this skill, income grows, but there is nowhere else to go. From the dirt, exits into a swamp treasure zone and a rock one, cons, trees, no external dwellings. I spotted a passage through rocks behind the snipers onto grass, decided to go there. Caitlin in the max crypt on dirt lost two grand elves and a dozen Centaur, Kyrre lost the remaining Centaur while clearing passages into and out of the treasure zone. Total on the grass: 10 grand elves and horses. The scout hero had a view earth scroll; on this grass, mines are visible. Assuming the castle is between them, it seems close. Kyrre heads there but hits a dead end and camps at a stable on 117. Castle built, income 3125. On 121, Kyrre starts circling a mountain toward a Tower placed on the grass (we played with banned native secondary skills), receives reinforcements of 4 horses, 18 grand elves, and 15 Centaur, camps near the Tower. On 122, after moving a couple of tiles, Kyrre sees Sephinoroth with 5+ regular horses, 20+ marksmen, swordsmen, and pikemen. I think for a long time: attack or wait for another 10 silver pegasi, which can be brought immediately at high cost or cheaply next turn along with the dendroids. The magic power of 5 on Sephinoroth is concerning, but since red has no secondary skills, meaning no guild most likely, I decide to attack, hoping she didn't encounter any offensive magic along the way. After waiting the pegasi, the horse's turn, and the opponent surrenders. Kyrre still manages to enter the Tower, pleasantly surprised by the built Library (the castle was neutral before Kyrre arrived). I build a guild; useful spells are Arrow and Haste. On 123, silver pegasi are brought, upgraded dendroids, Centaur growth. In the Tower, a tavern, a scout hero bought who captures an elf external dwelling and returns troops to Kyrre. Kyrre takes the road toward the opponent, sees Valya off to the side with 1 pikeman, kills her, returns to the road, camps.
On the transition, Sephinoroth attacks. Her horses are now upgraded, slightly more swords and pikes, and she got an Ice Bolt for 110. Haste on grand elves, silver pegasi hit marksmen, grand elves shoot before Ice Bolt, and 40+ marksmen are reduced to 8. In the next round, Haste on unicorns, and 5 champions become 1. In the third round, champion finished off. Hasted dendroids hit swordsmen, Centaur ready to add, but before that, 5 pegasi hit 6 marksmen, and a desync occurs — on my screen, 1 marksman survived and it's his turn; on the opponent's screen, all marksmen are dead and it's the Centaur's turn. Unable to continue the battle, after assessing the situation, the opponent concedes defeat.
Thanks for the game.

P.S. I'll share some observations.
- In SoD, I never saw lich, minotaur, or behemoth guards on cm-ka [presumed "small map" — kept as "cm-ka"] passes; on Lite, they happen.
- In SoD, I played several hundred games, desyncs happened a couple of times. In Full, I played about a dozen games, no desync. On Lite, I first played several games normally, but this is already the third game in a row with a desync in the final. But maybe I messed up somewhere during Lite-Full transitions and back.
In reply to Medium_HP
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Yes, there are some issues with the guards. I had a Hive on my respawn point and 2 piles of emeralds behind RUSTY.
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Medium_HP
Medium_HP (blue, Rampart, Kir), def Alessandro (red, Castle, Valeska, Sephinorof), 2cm4d(3), 124
It was. Thank you for the game.
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Medium_HP
I have never seen liches, minotaurs, or cows guarding passages in the SoD, but they do appear on easy difficulty.
Considering that the monster generator and values are the same in SoD and ToE, it seems that there is a lack of observations. On difficulty level 6000, 5th-tier monsters appear quite often.
In reply to Wicc
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No, Vic, you lack observations here. The Medium is 100% right. And it's not just about the cross-respawn guards. The same hive guard in SOD from level 8 creatures is not found on a normal respawn. Moreover, I think this is a legacy of WOG. Unfortunately, I don't have it on hand right now to check.

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