This tournament continues the regular seasonal tournaments, the results of which will be used to calculate the corresponding rating and hold a final tournament at the end of the year!
This tournament is an official rated tournament (with more than 8 players participating)
Any difficulties, delays, or obstacles preventing the game from being played within the allotted time must be reported immediately in this thread
Map generation is carried out using version IRMG 1.7.8 (or any other by agreement), the huge template (new version).
Settings for IRMG:
1."Zones Compatibility Factor" = 1.5
2."Monster Strength Factor" = 1.0
3."Portal Connection Only" - disabled (i.e., the button is not pressed)
3."No obstacles On Map" - disabled
4."Single Faction Guard" - disabled
5."Selected Faction guard only" - disabled
6."Different Faction" - enabled
7."Disable Instant Travel" - disabled
8."Chaos week" - disabled
Game settings:
Time limit per turn – 10 minutes.
Animation speed – 5.
Quick combat – enabled.
Simultaneous turns – enabled.
Dynamic combat – disabled.
Ghost mode – disabled.
Autosave – enabled.
Game difficulty – hero
Reasons for a player being excluded from the tournament:
- failure to comply with the regulations and rules of this tournament;
- violation of tournament deadlines without prior notice to the tournament judge;
- proven violation of prohibitions in this tournament;
- rudeness, public insult of the organizer, judge, or tournament participants.
It is possible to replace tournament participants instead of those who dropped out. The result of the dropped-out participant is transferred by "inheritance" to the newly joined tournament participant.
1. Games are played on the latest official version of the game. Currently – HoMM V: Tribes of the East 3.1, the Tournament Edition mod is used in this tournament. The game can be played via Hamachi, Remobo, COMODO EasyVPN, GameRanger, and similar programs. If players cannot connect for objective reasons, the judge will flip a coin to determine the winner
2. Since the game has an autosave feature - it is recommended to save once every 3 days.
3. Tournament structure
Participants are divided into 4 groups of 3-5 people depending on the number of participants according to the current HeroesWorld rating and play one game against each other
In the group stage, the template is determined by the draw method, and the races are also determined by the draw method!No restarts (unless a prior mutual agreement is reached)
The top 2 players from each group advance
Group stage deadline - March 1 to March 31
Playoff stage deadline - April 1 to May 31, with a break for the May holidays.
In the playoff stage, the game is played until one of the participants achieves 2 wins
The choice of templates and races for each game is determined by the draw method, first the template, then the races. Each player has the right to one restart no later than the 2nd day of week 1. Accordingly, there will be no right to reload, only by agreement.
Information about started games, the choice of template and faction must be reported in this thread without fail
4. The use of any bugs, undocumented features, cheat codes, as well as unofficial programs and modifications, except for the TE mod itself (and programs creating virtual networks), is prohibited
5. In the event of a connection break or game crash, the last autosave of the game is loaded, players are required to exactly repeat all their moves up to the moment of the connection break or crash. In the event of a break or crash on the first day of the game, heroes are randomly reassigned. In the case of a reload, repeating moves is not necessary
6. In battles between players, a stalemate situation may arise (where neither player can win). In this situation, the attacking side must retreat or surrender (at their discretion). If the Shackles of War artifact is involved in the battle, then in the event of a stalemate, the battle should be finished in AutoCombat mode
A simultaneous turn break or desync in week 1 - a technical restart (except when both players are ready to continue the game)
A simultaneous turn break or desync in week 2 and later - the game continues (except when both players are ready to start the game anew)
7. "Red-rush" is prohibited, i.e., attacking as Red on the first day of the week with purchased growth (the Red player may attack on the first day, but without purchasing growth)
8. Joining neutrals is prohibited. As an exception, joined neutrals can be taken to sacrifice to a pit or sell on the market, but not fielded in battle.
Goblins that joined the army after "Treachery" activated can be kept in the army
9. It is forbidden to use the travel spell "Astral Gate" to jump from any zone into the opponent's starting zone if the connecting portal/garrison has not been breached. It is also forbidden to use the travel spell "Astral Gate" to jump into an opponent's adjacent zone and run into the opponent's starting zone on the same turn
10. It is forbidden to press wait on Krag's first strike in battles against opponent heroes, against neutrals it is allowed
11. A win awards 2 points, a loss - 0, a draw - 1 for both
12. When determining a player's position in the tournament table in case of a tie on points, the following criteria apply:
- result of the personal meeting
- Berger coefficient;
- number of wins;
- number of draws;
- number of losses;
- additional game
13. There are no reloads in this tournament
Exception: Both players have reached a mutual agreement on the number of reloads. If, despite the agreement reached on the number of reloads, the players have disagreements about the outcome of the game (win/loss) due to reloads, the tournament judge reserves the right to decide the outcome of the game.