Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s
Тут делимся книгами /topic/at/1139927/
New here? I'm Roha — want a quick tour?
OH Algorithm: everyone sees the heroes of the enemy from the previous day; if someone attacks, OH rolls back to the moment of the attack (the turn is interrupted on the one who was attacked, and the turn of the one who was attacked is rolled back one day); this will make it possible to play with OH throughout the game and in tournaments like 1x1x1x1.
Turn-Based Algorithm: each player sees the opponent's heroes from the previous day; if someone attacks, the turn-based mode reverts to the moment of the attack (the turn is interrupted for the player who was attacked, and the turn of the player who attacked is rolled back by one day); this will allow you to play with turn-based mode and Tournaments like 1v1v1v1 throughout the game.
+ While writing this response, I realized that with the current turn order, if there are computer-controlled players between human players (e.g., one player is red, and the other is green), the green player will be able to move before the blue and beige computer players. This shouldn't happen and will inevitably lead to "temporal paradoxes," violating the natural logic of the game. Therefore, for a game with the current turn order, human players must be placed consecutively (blue-red / green-orange-purple / turquoise-pink, etc.).
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In Heroes, players take turns, and this order cannot be disrupted. Otherwise, how do you switch from Overlapping Turns (OT) to the regular game mode, and how do you end the game? How do you resolve conflicts? For example, both players capture the same neutral castle in one turn. Do you roll back both players' turns, and then what? Do they both capture the same castle again? Or should someone graciously yield? Are you, Dau, suggesting that we juggle the turn order?
Therefore, when a conflict (or contact) occurs, the blue player's turn is rolled back (that turn, which technically doesn't exist yet), and the red player continues to play as they were. Because the red player would have played the same way even without OT.
Well, even without Overlord Hero, green will move before blue and brown computer players. For the game itself, the blue player will move second, but with a green flag; even on the template map, it will be in the blue zone. Therefore, there shouldn't be any temporal paradoxes... Although, maybe I didn't understand the point of your post...
In the fifth game, there are no rollbacks: the game calculates the shortest distance between opponents (that can be traversed) and includes alternating turns when they are "too close." As a result, collisions are impossible. Is it impossible to do that here?
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