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In reply to Sav
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Sav
I checked it in SoD. Death/resurrection doesn't remove from the stack the fact that it "already went." Therefore, if the stack went in some round, died in that same round, and then resurrected in another round, it won't go in that round.

It's just :smile12:
I mean - this is an absolutely accurate and clear explanation of the mechanics that I've never seen before.
https://www.twitch.tv/grando__
In reply to Grando
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Al Feyn
It's simple:
I mean, it's an absolutely accurate and understandable explanation of the mechanics, which I've never seen before.
Well, it's a well-known fact, described in "Might and Magic". The same applies to antimorality.
In reply to Dirty_Player
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Dirty_Player
Well, it's a well-known fact, described in PhysMig. The same applies to antimorality.
Since the topic has come up, let's do a little promotion for PhysMig.
What version (number) do you have, SOD or Hota, and on what page is this information about Resurrection?
I have version 2.3 for SOD and 2.44 for Hota. I couldn't find it in either.
https://www.twitch.tv/grando__
In reply to Grando
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Al Feyn
For example, I have version 2.3 for Shades of Darkness and 2.44 for Horn of the Abyss. I couldn't find it in either of them.
There's a section called "Turn Order" or something like that. It should be there.
In reply to Dirty_Player
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Found it. PhysMig for SoD. Version 2.3. Sheet 7.9. This information is not only absent; it states the opposite of what SAV wrote:
If a creature has Blindness or Petrification removed, or if it is resurrected, it will receive a turn in accordance with its speed in that phase (i.e., in its normal turn).
The same information is in PhysMig for HotA, version 2.44, the same section 7.9, page 448. Therefore, if we rely on this information written in PhysMig, the question asked by Lizard and Sanek arises: I resurrected them, but they didn't take their turn – a bug! But if we rely on what SAV wrote, there is no bug. So, SAV's information is new; it is not in PhysMig. (Of course, there is also the possibility that I am misunderstanding). Specifically, PhysMig does not mention that a stack has a marker indicating "took a turn in this round of combat," and this marker does not change upon resurrection.
https://www.twitch.tv/grando__
In reply to Grando
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It's difficult for me to search for a specific line in the physics engine right now. But it is definitely known that when a unit is resurrected, it retains the same state it had before death (wait phase, antimoral phase, defense phase, etc.). Of course, there is a possibility that there is no such exact wording in the physics engine, and I read about it somewhere else, but similar ideas are definitely present in that section. I will check when I have the opportunity.
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Thanks for the info! I didn't know that.
http://ru.twitch.tv/lizard_wt
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Most likely, the resurrection moment in the gym is described as the most common resurrection moment for a unit during the wait phase. There is a small bug: you cannot skip your turn and are forced to take an action, meaning you cannot stay in place (without shooting, casting a spell, or attacking).
In reply to HellLighT
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Is there a possibility/desire to create something like a Competitive Scene, with ladders, etc., and a rating system? I don’t want to waste my time.
Ася 581706700, Скайп Sevan_80

In reply to Sevan_80
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Sevan_80
Is there a possibility/desire to create something like a chat, with quick access to lobbies, and a rating system? I don't want to waste time.
If you're talking about the online lobby, then a chat feature has already been implemented there.
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When attempting to construct a building in a Castle/Town, if there is an insufficient amount of resources for that specific construction, display the amount of the deficiency (or the amount of available resources) in the construction window.
ICQ 477284
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I suggest changing the cost of purchasing a hero: the higher the level and stats of the hero, the higher their price. This will speed up the start of the game and makes logical sense: a strong hero will require more gold for their hiring. I also suggest making various upgrades (+1 to attack/defense, stable, library, etc.) stackable, so you don't have to spend a lot of turns with main heroes, which would again speed up the game. Also, I suggest removing the penalty for cities based on their native lands (Tower for snow, Fortress for swamps, etc.). These are already not the strongest cities, and they are also penalized. + this will again speed up the game.
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If a player attacks an opponent and manages to kill all of their troops, it’s best not to give the opponent information about the player’s hero. In other words, only start showing the battle screen when the player gets their turn in the round.
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I suggest allocating 10% of the prize money from all tournaments to the author of the HD mod. This is the minimum we can do; no one will argue that the game is unthinkable without the mod.
This will speed up the start of the game and sounds logical: a strong hero should require more gold for their hiring.
How exactly? By reducing the initial price?
If a player attacks an opponent and manages to kill all their troops, then the opponent should not be given information about the player's hero. That is, the battle screen should only be shown when the player takes their turn in the round.
What's the point?
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