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Posts from Timer during Facebook Live.

2.0 (1 rating)
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Timer for 1v1 battles
67 voters
Single choice Closed 2017-12-29
This poll is closed.
Needed
65.7% 44 votes
Not needed
28.4% 19 votes
I don't care
6% 4 votes
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8 years ago
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+ for the timer. And if anyone should be asked, why not a Wizard through the forums? If he agrees, we can pool our resources for such a project. As for simultaneous turns in SoD, the main thing is to find a suitable programmer. The source code for Heroes and Warlocks was provided free of charge by Mafia and Asm. We have the source code for Heroes, if needed. We can use either this source code or extract it from HotA. But most likely, we will have to play without the HD mod, or modify the HD mod itself.
8 years ago
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voted for.
In reply to baratorch
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8 years ago
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baratorch
voted for.
Is it technically very difficult?

Added 1 minute ago
Armageddets

As for simultaneous turns in SoD, the main thing is to find a suitable programmer. The source code for Heroes and Warlocks was provided free of charge by Mafia and Asm. The source code for Heroes is available, if needed. You can use either this source code or extract it from Heroes of Might and Magic. But most likely, you will have to play without the HD mod, or modify the HD mod itself.
Heroes in SoD :smile20:
In reply to Armageddets
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8 years ago
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Armageddets
The main thing is to find a suitable programmer for simultaneous turns in Conflux. Mafia and Asm provided the source code for Heroes of Might and Magic and World of Xeen for free. We have the source code for Heroes of Might and Magic, if needed. We can use either this source code or extract it from Heroes of Might and Magic. But most likely, we will have to play without the HD mod, or modify the HD mod itself.
Where can I find the source code for Heroes of Might and Magic?
In reply to Sevan_80
8 years ago
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Sevan_80
Is it technically very difficult?
Not really. I've wanted to do it for a long time.

Sanin
Well, Baratorch will make it only for HotA, that's all the "wishes" are about.
Now everything will appear in HotA first:
baratorch
I'm making a lobby server with online battles for SoD.
The service will be paid.
In reply to baratorch
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8 years ago
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Quote:
Message from baratorch
I'm making a Lobby server with OH for SoD.
The service will be paid.
This will be super!
In reply to Nedved46
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8 years ago
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Food for thought...
Generally, the later the final battle, the more troops there are, and the more difficult the battle becomes. To put it simply, a final battle on day 117 often requires much less time than a final battle on day 147.
If we were to introduce an objective criterion, it would be similar to online poker. That is, the overall timer would be limited, but the decision-making phase for each unit would be limited to, say, 1 or 2 minutes (plus there should be some kind of time bank, the size of which depends, for example, on the game week). And after this time, if a time bank is not requested, the defense is activated. Ideally, the opponent would go into a sit-out...:smile49:
In reply to MerlinTheMagician
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8 years ago
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MerlinTheMagician
Thinking out loud...
The later the final battle — often the more troops there are, the harder the fight. Roughly speaking, a final battle on 117 often requires much less timer time than a final battle on 147.
If we introduce an objective criterion, I see it by analogy with online poker. That is — it's not the overall timer that is limited, but the decision-making phase for a specific unit, say 1 or 2 minutes (plus there should be some time bank, the size of which depends, for example, on the game week). And after that time expires, if the time bank is not requested, defense is pressed. Ideally, the opponent goes into sit-out...:smile49:
I think no, different templates require different timers; under certain conditions on Jebus Cross, Daemon, and Anarchy, there can be encounters on the first week with an army of fourth level and magic respectively (that is, a full-fledged final battle), and here the rule of "move faster" would apply. Naturally, these moments can no longer be fine-tuned; they will still be on the players' conscience, while those dragging out the timer to the end will be perceived as outcasts as usual. And by the way, it is not uncommon that on the fourth week after Fire Blast both are left without an army, and by the same logic, the timer for the fight would need to be reduced, but at a technical level this is almost impossible... in short, this is definitely worth forgetting about :smile09:
In reply to HellLighT
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8 years ago
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HellLighT
Different templates require different timers.
This can be factored into the formula for calculating the time bank. Also, the tournament rules already include a starting timer for each template.
In reply to MerlinTheMagician
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8 years ago
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the timer is based on (T) /each template has its own/ ... 5+- minutes (?)

timer multipliers:
1) army size (separate for each side) (A)
2) hero stats (from 1 to 2-2.5) (P)
3) date (D)
4)...

the main time bank for each battle is calculated anew, nothing is added to it

the secondary time bank for the round (not for the unit*) also depends on the army; for 7 units, it's 1-2 minutes, and then a multiplier based on the army size (calculated by HP or value, or something else). If the round time runs out, an emergency time of 11-15 (?) seconds is given to each remaining unit, and if it still doesn't end, it defaults.

approximate calculation:
1) a battle between two scouts with 7 units each on both sides
main time bank T*A*P*D = 5*1*1*1 = 5 minutes
additional time for rounds also (1-2)min*1*1*1 = (1-2) minutes
time per unit turn if both times run out 11-15 seconds

2) a full-fledged battle with 20+ units on each side, armies of 20+ ducks, 5 angels, etc., with stats of 15, date 13-14
main time bank T*A*P*D = 5*2*2*2 = 40 minutes
*additional time for rounds (1-2)min*2*2*2 = 8-16 minutes
time per unit turn if both times run out 20 (?) seconds

P.S. the multiplier for round time = the multiplier of the main bank (APD)*0.6...0.8
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8 years ago
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Mishanya?!...
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8 years ago
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If you decide to implement this, at least make it so it’s not enabled by default, but rather can be turned on in the settings before the game. 99% of games don’t have this problem at all. And if you encounter an inappropriate/rude opponent, then go ahead and enable it, but don’t overdo it.
In reply to scorp
8 years ago
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scorp
the basis of the timer is (T) /each template has its own/ ... 5+- minutes (?) ....
the idea may be mathematically correct, and even (if it is refined and the details are clearly defined), it can be programmed easily.
but the idea is fundamentally flawed because what will be easy and simple for the computer will drive a regular player crazy, who wants to relax after a hard day on social media. each time, the timer for the battle will be different. people need simpler solutions, not to sit and guess - how many seconds the timer has calculated for each turn of the battle this time, twenty-seven or forty-three, and why. and god forbid, it incorrectly calculated thirty-nine seconds instead of forty-three, and because of this, he did not have time to make a move. :(
so, in the end, the sports prediction will be something as simple as possible.

I will try to put everything together. sorry for the long text, but it seems to be needed here. correct me if something is wrong.

next to the existing settings of the main timer, which are made before the game, three more settings are added for the "player-vs-player" battle timer.
1) a checkbox indicating that the "player-vs-player" timer is enabled
2) one number - the initial time reserve in the battle
3) one number, given for each turn in the battle
the third setting works the same way as now, in the existing main timer, the time for the battle works - it is added at the beginning of the turn, if it is not used, it burns out.
if it is used, but the turn is not made, the remaining time from the initial reserve begins to tick.
that is, there is no need to burn out this initial reserve immediately - this is a safety cushion for the entire battle.
if all the time runs out, the unit defaults (the combat machine skips a turn), the spell is not cast, and the turn passes to the opponent.

before the start of the battle, players are given a button to confirm the start of the battle (similar to the existing button to start a turn), in order to exclude situations when the battle starts, but the player is not at the computer, while
the one who was attacked confirms the start of the battle first
until that moment, the one who attacked can press the button as many times as he wants - it just shouldn't work for him.
(another option is the ability for both players to choose their "status" - ready for battle / not ready for battle - then the battle starts when both have set "ready")

there is also an opinion that the player-vs-player timer should not be made mandatory in seasonal games (at least for the first time). in tournaments - yes, it is needed primarily for them.
in the season, let people agree if they want. the top players (mostly) will play with the timer anyway, and the chill zone at the bottom will still play without a timer.
In reply to sir Davos Seaworth
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8 years ago
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Sir Davos Seaworth
If you're going to implement this, at least make it so it's not enabled by default, but rather can be turned on in the settings before the game. 99% of games don't have this problem. And if you encounter an inappropriate/rude opponent, then turn it on, but don't overdo it.
Ideally, this option should be able to be turned on/off starting from a save, so if you start without a timer and encounter such an opponent, you can save and start a new game from that save with the timer enabled. And it should definitely be stated in the rules (of tournaments?) that the game is played with a timer if one of the players desires it.
In reply to <Ivor>
8 years ago
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It's surprising that there wasn't a request to Baratorch to implement this feature earlier...
For Baratorch, it probably wouldn't be a problem from a technical point of view.
It was during the discussion of implementing a timer as such that this issue was raised, albeit from a slightly different angle. But people were in a state of euphoria, what more could they want? Now they can play in the CIS region. And we'll fill it with trading, for air or whatever we can get.
A little excursion.
baratorch
And the timer is optional.
And no religious beliefs prevent me from implementing an increase in the timer by one action per unit in battle.
I wanted to write a lot...
Slowpokes should be shot with a crossbow, and everyone else too... they came up with the idea of signing up for tournaments, there's no getting rid of them. You die today, and we'll do it tomorrow. But we will still harness an electric car to the Heroes bandwagon. At least for a day.
And, by the way, this
I'm coming up with a name for my gameplay mod: "HoMM3: Perfect", nothing more, nothing less.
has already been released?
But it seems that a solution has been found for all the riffraff.
I'm making a lobby server with an anti-cheat system for SoD.
The service will be paid.
I created the mod, and I will destroy you.
Tournaments are also announced as paid.
The riffraff also make additional contributions for their shattered psyche.
The denouement is closer than ever.
Heroes, as a turn-based strategy, cannot be monetized in principle.
Why can't we just play?

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