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Tournament organizer and head judge: Leolopus – 450630412, judge and technical support specialist: iceman (immortal) - 171724178. The tournament will be held on maps generated using the iRMG generator with the TE mod applied to the following templates:
huge - lethos, m3, maze, sun
large - diamond, smile, spiral
!!! By mutual agreement and consent of both participants, map generation can be carried out using the native generator!
Tournament regulations:
Tournament dates: March-May (June) 2010. After registration is complete, a draw will be held, and participants will be divided into groups.
Game schedule:: System used - group stage leading to the final stage. There are 3 groups; players who place 1st-5th in their group advance to the final stage, for a total of 15 players. According to immortal's plan, the final stage will be conducted according to the Swiss system; therefore, one additional participant will be selected from those who did not make it to the finals by the judges.
Dates for games within the groups: March-May 2010.
Dates for the final games: May-June 2010.
In the report at the end of the game, the winner must indicate the result in the following format:
Player1 (Color, Race, Main Hero) won Player2 (Color, Race, Main Hero), or Player1 (Color, Race, Main Hero) lost Player2 (Color, Race, Main Hero) - template name, time the game ended in the format - day - week - month (e.g., 2-2-3).
The loser confirms the winning player's report. Both must add their own report or comments about the match!
Tournament rules:
1. Games are played on version HoMM V: Tribes of the East 3.1 with the TE mod applied. The game is played on the Ubi server or through the Hamachi program.
2. Game settings:
Game difficulty – Hero
Turn timer limit – 8 minutes
Animation speed – maximum
Fast battle – enabled
Simultaneous turns – enabled
Dynamic combat – disabled
Ghost mode – disabled
Autosave – enabled
3. Selection of templates and races for games in the group stage is carried out by a "rock-paper-scissors" method between players in each pair. The selection is done according to the standard scheme: for each of the two players, a list of all available starting races on the map is written. In total, this results in 2*8=16 positions. After that, the players take turns crossing them out until there is only one uncrossed race left in each list - these will be the races they play. At the same time, you can cross out both "bad" races from your list and "good" races from your opponent's list. The sequence of crossings is as follows: 1-2-2-...-2-1 (that is, the first player crosses out one position, then the second - two, the first - two,... , the second - one). The order of crossings is agreed upon. Template selection is carried out according to the scheme: 1-1-1-.....1, since there are 7 templates in the list, after the selection is complete, one template remains, which the players will use.
First, the template is selected; secondly, the race is selected! In the group stage, all 7 templates and all 8 races in each player's list are used for all games.
!!! By mutual agreement and consent, players can determine the template and even the races they will play!
4. Parameters when creating maps on templates using the iRMG generator or the native generator will be determined and provided in a separate post by immortal.
5. It is desirable to save the game once or twice a week, for example, in the middle and at the end. If the judge requests saves, send them to voltor1@yandex.ru
6. Starting hero – random; choice of bonus (mini art – money – resources) – as desired.
7. The game continues until one of the players surrenders or loses. Players may postpone the completion of the game to other days if the deadlines allow.
Attention!!! At the numerous requests of the players, an addition is made to the tournament rules: each player in a pair has the right to one restart no later than the end of the second day of the game!
In case of a stalemate situation, when both opponents do not want to engage in battle on the opponent's terms, i.e., one comes but does not attack the opponent in the castle, and the second, in turn, does not want to leave the castle and attack, and this situation is equally recognized by both as hopeless - a draw is declared! In the event of such a situation, but one of the opponents still claims victory and considers his chances of it quite real, he must attack the opponent, wherever he is located, no later than the end of the 3rd month of the game (3-4-7)!
8. In case of disconnection or game crash, the last autosave is loaded; players must accurately repeat all their moves up to the moment of disconnection or game crash.
9. Restrictions in the game:
"Red Rush" is PROHIBITED – red player attacking on the first day of the week with purchased reinforcements from the castle.
It is FORBIDDEN to add neutral creatures with diplomacy skill or without. If you have added an army, it must be disbanded (dismissed). The "Diplomacy" skill itself is allowed. Exceptions: sacrificing joined units in sacrificial pits (Dungeon, Inferno, Barbarian) is permitted; if neutral creatures are joined, the player must send the joined units to the castle within a maximum of the next game day and apply them there; using them in battle is prohibited!
It is FORBIDDEN to use the "Astral Gate" spell to enter the opponent's starting zone.
It is FORBIDDEN to build a Tower in the Dwarf Castle.
The use of any bugs (e.g., shifted guard, portal blocking), undocumented features, cheat codes, as well as unofficial programs and modifications, except for the TE mod (and the Hamachi program), is FORBIDDEN.
10. Players must play fairly. It is forbidden to hack or view saves. In case of doubts about the fairness of the opponent, the player writes a letter to the administrator with attached saves. The administrator determines whether there was a violation; if so, the penalty may range up to disqualification from the tournament and a ban on playing in new tournaments for that participant.
11. Mentor and fort on the hill will be present on the maps, but on iRMG with TE, you can forget a maximum of 5 skills in a row with the mentor, then each forgotten skill will take up the entire hero's turn, i.e., only one skill can be forgotten per turn; on the native generator, the mentor can be used without restrictions.
12.Tournament registration:
To participate in this tournament, you need to register on www.heroesworld.ru and leave an application in the topic for registering for the "Great Confrontation" tournament: /topic/6889/
huge - lethos, m3, maze, sun
large - diamond, smile, spiral
!!! By mutual agreement and consent of both participants, map generation can be carried out using the native generator!
Tournament regulations:
Tournament dates: March-May (June) 2010. After registration is complete, a draw will be held, and participants will be divided into groups.
Game schedule:: System used - group stage leading to the final stage. There are 3 groups; players who place 1st-5th in their group advance to the final stage, for a total of 15 players. According to immortal's plan, the final stage will be conducted according to the Swiss system; therefore, one additional participant will be selected from those who did not make it to the finals by the judges.
Dates for games within the groups: March-May 2010.
Dates for the final games: May-June 2010.
In the report at the end of the game, the winner must indicate the result in the following format:
Player1 (Color, Race, Main Hero) won Player2 (Color, Race, Main Hero), or Player1 (Color, Race, Main Hero) lost Player2 (Color, Race, Main Hero) - template name, time the game ended in the format - day - week - month (e.g., 2-2-3).
The loser confirms the winning player's report. Both must add their own report or comments about the match!
Tournament rules:
1. Games are played on version HoMM V: Tribes of the East 3.1 with the TE mod applied. The game is played on the Ubi server or through the Hamachi program.
2. Game settings:
Game difficulty – Hero
Turn timer limit – 8 minutes
Animation speed – maximum
Fast battle – enabled
Simultaneous turns – enabled
Dynamic combat – disabled
Ghost mode – disabled
Autosave – enabled
3. Selection of templates and races for games in the group stage is carried out by a "rock-paper-scissors" method between players in each pair. The selection is done according to the standard scheme: for each of the two players, a list of all available starting races on the map is written. In total, this results in 2*8=16 positions. After that, the players take turns crossing them out until there is only one uncrossed race left in each list - these will be the races they play. At the same time, you can cross out both "bad" races from your list and "good" races from your opponent's list. The sequence of crossings is as follows: 1-2-2-...-2-1 (that is, the first player crosses out one position, then the second - two, the first - two,... , the second - one). The order of crossings is agreed upon. Template selection is carried out according to the scheme: 1-1-1-.....1, since there are 7 templates in the list, after the selection is complete, one template remains, which the players will use.
First, the template is selected; secondly, the race is selected! In the group stage, all 7 templates and all 8 races in each player's list are used for all games.
!!! By mutual agreement and consent, players can determine the template and even the races they will play!
4. Parameters when creating maps on templates using the iRMG generator or the native generator will be determined and provided in a separate post by immortal.
5. It is desirable to save the game once or twice a week, for example, in the middle and at the end. If the judge requests saves, send them to voltor1@yandex.ru
6. Starting hero – random; choice of bonus (mini art – money – resources) – as desired.
7. The game continues until one of the players surrenders or loses. Players may postpone the completion of the game to other days if the deadlines allow.
Attention!!! At the numerous requests of the players, an addition is made to the tournament rules: each player in a pair has the right to one restart no later than the end of the second day of the game!
In case of a stalemate situation, when both opponents do not want to engage in battle on the opponent's terms, i.e., one comes but does not attack the opponent in the castle, and the second, in turn, does not want to leave the castle and attack, and this situation is equally recognized by both as hopeless - a draw is declared! In the event of such a situation, but one of the opponents still claims victory and considers his chances of it quite real, he must attack the opponent, wherever he is located, no later than the end of the 3rd month of the game (3-4-7)!
8. In case of disconnection or game crash, the last autosave is loaded; players must accurately repeat all their moves up to the moment of disconnection or game crash.
9. Restrictions in the game:
"Red Rush" is PROHIBITED – red player attacking on the first day of the week with purchased reinforcements from the castle.
It is FORBIDDEN to add neutral creatures with diplomacy skill or without. If you have added an army, it must be disbanded (dismissed). The "Diplomacy" skill itself is allowed. Exceptions: sacrificing joined units in sacrificial pits (Dungeon, Inferno, Barbarian) is permitted; if neutral creatures are joined, the player must send the joined units to the castle within a maximum of the next game day and apply them there; using them in battle is prohibited!
It is FORBIDDEN to use the "Astral Gate" spell to enter the opponent's starting zone.
It is FORBIDDEN to build a Tower in the Dwarf Castle.
The use of any bugs (e.g., shifted guard, portal blocking), undocumented features, cheat codes, as well as unofficial programs and modifications, except for the TE mod (and the Hamachi program), is FORBIDDEN.
10. Players must play fairly. It is forbidden to hack or view saves. In case of doubts about the fairness of the opponent, the player writes a letter to the administrator with attached saves. The administrator determines whether there was a violation; if so, the penalty may range up to disqualification from the tournament and a ban on playing in new tournaments for that participant.
11. Mentor and fort on the hill will be present on the maps, but on iRMG with TE, you can forget a maximum of 5 skills in a row with the mentor, then each forgotten skill will take up the entire hero's turn, i.e., only one skill can be forgotten per turn; on the native generator, the mentor can be used without restrictions.
12.Tournament registration:
To participate in this tournament, you need to register on www.heroesworld.ru and leave an application in the topic for registering for the "Great Confrontation" tournament: /topic/6889/