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#108
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The following changes have been made to the standard rules for online play on HotA (/topic/11418/):

* The ban on red-rush has been completely removed for all map templates.

* Only fast routes are indicated for the Jebus Cross and Nostalgia templates.

* Only medium routes are indicated for the remaining XL+U templates.

* A standard simultaneous turn date has been specified for each template:
- Jebus Cross, h3dm1 — 117
- Nostalgia, Mini-Nostalgia — 125
- Other templates — 115

* A rule regarding restarts in games with simultaneous turns has been added:
When playing with simultaneous turns, restarts can only be taken on the first day. This is done as follows:
- During the first turn or before taking the second turn, Red must type “111” or “I will not take a restart.” After that, if Red does not take a restart, Blue, without taking his second turn, must also type “111” or “I will not take a restart.”
- If a player takes their second turn, they can no longer take a restart. You can see that your opponent has taken their turn because the action bar under the timer starts to appear for them.

* The strong block restart rule for the Jebus Cross template has been clarified based on the principle from the Blitz Jebus tournament 2:
- When using the strong block restart rule, a block is considered to be a guard (or group of guards) for which all of the following conditions are met:
1) The group of guards blocks both roads leading to the villages;
2) The guard cannot be destroyed with less than half of the army lost;
3) The guard cannot be bypassed in less than 1500 movement units. Movement units are calculated "from road to road" along the shortest route. If there are guards along the way that do not fall under item 2, it is assumed that they have already been destroyed.

* Several technical clarifications have been made. In particular, the order of actions when disconnecting during simultaneous turns:
In case of a crash or disconnection during simultaneous turns, the following should be done:
- If Red has saved games from the current turn, he should load the latest one. After that, Red continues his turn and completes it. Blue will be forced to replay the current turn. Simultaneous turns will resume on the next day.
- If Red does not have saved games from the current turn, then Blue should load the last autosave. In this case, both players will have to replay the last turn. Simultaneous turns will begin immediately after loading the autosave and passing the turn to Blue.
- In any case, when loading a save, players must repeat their moves as accurately as possible up to the point of disconnection.
- Please note: during simultaneous turns, Blue cannot save the game. The only saves that appear for Blue are autosaves created each turn after the results of the players' turns are combined. Red can save the game in normal mode, but the position of Blue in his saves will always correspond to the beginning of the turn. Thus, Blue's actions are saved only after both players have completed their turn before starting the next turn.
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#109
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Could someone who was involved in making the new rules explain why taking rests 112 and 113 is now prohibited in Online Battles?

#110
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Before the current update, taking a restart in Overlord Heroes was not regulated by any rules at all. There was only one rule from the Wizard Overlord Heroes tournament: /topic/at/852929/

When read literally, it allows only restart 111. I moved this rule to the general rules, without changing this principle, but made the wording clearer and simpler.

P.S. In my opinion, even a bad rule is better than a complete lack of regulation. If many people want to see certain changes in this rule, they can be made. Although, personally, from my point of view, subjective restarts are a flawed practice, and they should be curtailed everywhere where this does not cause too much damage to the game (but how great the damage to the game is, players will have to judge for themselves).
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#111
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Thank you, the reason for the appearance of such an option is now clear. But why are restarts 112 and 113 considered bad when playing with Overlord's Hand (with a similar order of taking turns)? I honestly don't quite understand.

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#112
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Without subjective restarts, many games can be confidently ended at level 111, instead of continuing to level 112.


In reply to Sav
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#113
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Sav

* A rule regarding restarts in simultaneous turn games has been added:
In simultaneous turn games, restarts can only be taken on the first day. This is done in the following order:
- During the first turn or before accepting the second turn, the red player must type "111" or "I don't take a restart." After that, if the red player doesn't take a restart, the blue player, without accepting the second turn, must also type "111" or "I don't take a restart."
- If a player has accepted the second turn, they can no longer take a restart. You can see that the opponent has accepted their turn because the action bar under the timer will start to appear for them.
Why is it this way? I thought that the blue player has the full right to take a restart after receiving information about the number of heroes and the heroes themselves from the opponent, which would somehow "equalize" the red player's advantage... Just like in SoD...
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#114
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PROger
But why is it like that? I thought that the blue player has every right to take a restart, having received information about the number of heroes and the heroes themselves from the opponent, which would somehow "level" the advantage of the red player... Just like in SoD...
Because red cannot verify that blue took the restart on turn 111 not after opening the map on turn 112. Here, I think, there are no special options.
boovli
Thank you, the reason for the appearance of this item is clear. But what is wrong with restarts on turns 112 and 113 with Overlord's Hand (with a similar order of taking them), I honestly don't quite understand.
Initially (when this rule appeared in Wizard of Overlord's Hand), 112-113 were not taken, as far as I remember, because in this case, red would have to write "I will not take a restart" not only on the first turn, but also on the second and third.


But, in general, I appreciated the public opinion on this topic. I will wait until a couple more people express their opinion and think about how to adequately generalize this algorithm for taking a restart on the second and third day
#115
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Taking 112 restarts is definitely not worth it.
#116
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The following changes have been made to the standard rules for online play on HotA (/topic/11418/):

* The rule regarding restarts in games with Overlord Heroes now reads as follows:
In games with Overlord Heroes, restarts are taken in the following order:
- During the first turn or before taking the second turn, Red must type "111" or "I don't take a restart." After this, if Red does not take a restart, Blue, without taking his second turn, must also type "111" or "I don't take a restart."
- If a player takes their second turn, they can no longer take a restart. You can see that your opponent has taken their turn because the action bar under the timer will start displaying for them.
- On the second and third turns, you can take restarts 112 and 113 using the same scheme. If a player doesn't take restart 112 or 113, they can simply take the next turn and write nothing (at the same time, Blue has the right to wait for Red to take their turn or ask whether he is taking a restart).
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#117
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Instead of “I don’t take a restart,” is there no way to automatically pass this information after the turn is completed?
#118
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The player is not required to announce this until the end of their turn. They can announce it after completing their turn but before starting the next one, to avoid wasting time or revealing to the opponent that they are waiting for a restart announcement.

On the first day, it is recommended to clearly state whether a restart will be taken or not to avoid misunderstandings. However, starting the next turn in any case is considered as not taking a restart.
#119
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Due to the corresponding fixes made in the HD mod, the restriction on using the Well has been removed from the rules. Now, this object functions correctly in Hotseat mode and can be used in any way permitted by the game's mechanics.
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#120
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Sav
Due to the implementation of corresponding fixes in the HD mod, the restriction on the use of the Fountain of Life has been removed from the rules. Now, this object functions correctly in Online mode and can be used in any way that is permitted by the game's mechanics.

This is off-topic. Is the add-on still being developed? An answer would be appreciated.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#121
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Is it possible to get the images that are generated before the game starts to use as overlays for my streams?