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Posts from Round table Auto-translated

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In reply to zoog
#3980
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zoog
You mentioned a single supertreasury. Which, by definition, is one, and if there are several, then it's already a treasury. The zones don't have names, only numbers. I'm trying to understand where you were inaccurate and what you meant.
Oh my god. There are 4 supertreasuries on level 6, this is a common name for these zones. I used the singular because, by definition, I was talking about my own nearby supertreasury, about its convenient/inconvenient location and contents, and how playable it is in terms of passing levels.
discord: LuckyF#3482
icq: 681350680
#3981
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So, it seems we have different understandings of the Russian language. Are you saying that the blue player's native treasure is closer?
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In reply to zoog
#3982
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zoog
So, it seems we have different understandings of the Russian language. Are you saying that the blue player's native treasure is closer?
:smile35: :smile35: :smile35: :smile35: :smile35:
discord: LuckyF#3482
icq: 681350680
In reply to LuckyF
#3983
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LuckyF
:smile35: :smile35: :smile35: :smile35: :smile35:

Because sometimes it’s better not to start at all. :rolleyes:
Well, at worst, just quit at the first sign. Those who wanted to read carefully understood it right away. Those who didn’t… sometimes it’s better not to start. :D
https://www.twitch.tv/grando__
#3984
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LuckyF, your arguments are still at the level of "blue might get lucky, and you're just making up utopian scenarios." And supposedly, this somehow compensates for the equally low probability of the same happening to red, or the lack of roads. If I understand you correctly.
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#3985
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Now, let's see how it looks online. I made the passage to the corner villages 6 squares wide, following suggestions to prevent it from obstructing movement along the road, and made it a single square wide. I deliberately didn't change the other passages because I think this layout looks more logical. Of course, if anyone wants me to change everything separately, that's not a problem.
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Шаблон 6LM-8MM mix
Схема шаблона 6LM-8MM mix
#3986
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Russel_lDHl
Here, I have to agree with his opinion that single-player and multiplayer generation are indeed different, unfortunately.
Ji either has a great generator or he's just unlucky – he often gets some really bad generations, even though it doesn't seem logical.
I looked at the new version – it seemed noticeably worse for blue (despite reducing the number of passes). To check, I ran 40 generations, the score was 63:53, and I decided to compare it with the previous one – +20 generations – 33:28 (the first 20 gave 27:28, a 20% difference for 40 generations seems like more than the expected variance – the lunar phase affects the RNG). In total, the old one is 60:56, the new one is 63:53.
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#3987
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You did a great job with the map generation, thank you! And now, please pay attention to the possibility that there might be some truth in his words. Here's why. I personally prefer the first version (and with the adjustment for changing the strength of the guard at the corner towns and moving away from the double road – it will definitely be more playable and smoother), but there's an issue with somewhat inadequate generation in online play. I suspect that the generators might differ between versions 1.4, 2.2, 3.2, and 4.0, and there might also be an adjustment for generating for a specific player. But: 1 - We generated 6 maps, and 4 of them were severely flawed (unlike in single-player); 2 - I decided to generate some maps in Hot Seat mode, and half of the generations didn't satisfy me either. Therefore, I decided to tweak some settings. If you rely so heavily on the numbers, try comparing at least the single-player generations with the Hot Seat generations, and even better, if possible, with online game generations. I unfortunately noticed a difference, or perhaps there were just some bad luck in the generations, which I would like to avoid. But still, at the moment, considering what I've come to, what we've played, I really like the equal starting position with the possibility of development for both players, without a significant bias towards any particular color, and the absence of frequently occurring map generation bugs from the second version. (For clarity, when I have time again, I will take screenshots of the entire map so that everyone can understand in comparison what the final result on the map looks like). *By the way, 33:28 is a great ratio, in my opinion.* Also, I want to add that even if, with 40 generations, the score is, say, 70:45, in this case, on this template, it doesn't bother me as a player at all, because I've seen that if there's one road and one path from the starting area, then, since the starting zone is like in Might and Magic 6 – a closed loop, I can easily get to the zone where the path leads through my own companion. That is, in this case, the count of roads from the starting area doesn't seem very indicative to me. Although, of course, it's nice when the conditions are almost identical (33:28), but we still somehow like randomness and play on random maps
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#3988
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Russel_lDHl
70:45, in this case, on this map, doesn't bother me as a player at all.
I envy your resilience. Fewer paths mean a greater chance of getting blocked, especially in a Dungeon.
Russel_lDHl
I can freely reach the area that the unpaved road leads to, using my companion.
But there's no guarantee you'll make it there along the way.))
I checked in version 2 online (TCP/IP, playing against myself), and 10 generations didn't reveal any discrepancies with the single-player version.
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In reply to zoog
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#3989
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zoog
I envy your resilience. Fewer paths mean a higher chance of getting blocked, especially in a dungeon.
Blocks are created to be broken. Here, I didn't have the same situation as on an 8x8 map – where you're blocked and have nothing to do but wait for your units to gain enough levels to break through.
zoog
I tested version 2 online (TCP/IP, playing against myself), and 10 generations didn't reveal any discrepancies with the single-player version.
I was talking about the difference between version 1 in single-player and multiplayer.
But the fact that you didn't notice any difference in the online version is great; it confirms the playability and the achievement of what I wanted to achieve with this tweaking of version 2. So, you looked at the template; how did it seem to you – would you play on a map like that?
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Шаблон 6LM-8MM mix
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#3990
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Russel_lDHl
Blocks are created to be broken.
I looked at a couple of starting locations; the guard consists of a group of mages, basilisks, liches, gorgons, elves, a horde of hobbits, a group of gremlins, a pack of dreadnoughts, champions, monarchs, and psionicists. What will you break through yourself, and what will you give to your opponent? I'm not even mentioning that for many castles, a group of archers or a horde of thieves is already a problem.
Russel_lDHl
Well, you looked at the template, how did it seem to you - is it good, would you play on it?
I have my own requirements for templates - that there is a lower probability of not being able to reach the first town, or at least equal chances for blue and red. Here, wise people value something else - the composition and the number of treasures (even if their accessibility is ignored), isolation on the map from other towns... so my opinion is not relevant. But in general - I really liked it, it's more varied and complex than 8mm6a, more adequate than 6lm. Although I still need to look at the road network further from the starting location. *I checked, and only once did red get a path to a one-way road on the neighboring starting location. But in general, in version 2, roads around the castle with a length of 3-4 days often appear. Although, on the other hand, this means a large starting location.
It would also be good to change the name in the second version to avoid confusion.
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#3991
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zoog
Although, we still need to examine the road network and the starting respawn point more closely.
Of course, definitely! This was one of the main requirements I had during testing! I wanted to be able to play everything that was created : ) I hope I won't be alone in this desire; we'll see.
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#3992
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Russel_lDHl, I tried contacting you during the day, but there was no response.
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In reply to Medium_HP
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#3993
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Medium_HP
Basically, I made it, although not exactly as I intended.
Template: Hybrid_1.0.

I don't quite understand why you would make "native triggers"; it seems to spoil the beauty of the template.

And has anyone actually played it? What's it like?
http://heroes3.tv/aiwe
In reply to Aiwe
#3994
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Aiwe
I don't quite understand why "native paths" are needed; in my opinion, they spoil the beauty of the template.
If "native" implies proximity to the main base, then I haven't changed anything in that sense, although I don't particularly like it myself; I just couldn't think of where else to put them. Now I've looked at it, I can attach them to the computer respawn points, i.e., move them away from the main base by one zone. Ideally, this shouldn't affect the road layout much.
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