Oh, damn, I'll look for it now... if anything, forget about it, the result is a failure in fact and in meaning... by the way, I finally discussed the nuances of this stage with the guys at work. In general, everyone was really impressed. We agreed that diplomacy is a DEFINITELY cool thing in the original game, but it doesn't work on online maps like ours.
Posts from "Random" vs. "Fixed"
Well, if it’s an online game played on pre-published maps for study, then it’s clear – you know in advance whether you’ll need diplomacy. But if it’s an online game on a random map that players see for the first time when they start the battle, then maybe it makes sense to take and develop diplomacy? By the way, are there any such online tournaments at all, or are online tournaments always played on pre-published maps for study? Honestly, I don’t consider such an online game to be a real online game. It’s practically the same as offline, because players first study the map thoroughly in offline mode on their own. And only then do they give a demonstration performance online.
2. Fixed maps (pre-published maps) are much more balanced than random maps, but they lose a little to random maps precisely because they are published in advance, but usually this is only a couple of days before the start of the tournament, which does not violate the balance, since everyone can study them without exception, but such a tournament still differs radically from offline, because even after studying the map from all sides, the game takes place the first time (without replays), and most importantly – you are playing against a person, not computers (with monotonous behavior) or neutrals!
3. I won’t argue which online game is better, on fixed maps or on random maps, but your point of view is absolutely unfounded.
P.S. I would like to see your so-called “demonstration performances.”
By the way, do such online Tournaments even exist, or are online Tournaments always played on pre-released maps for study? Honestly, I don't consider that a real online experience. It's practically the same as offline, because players first study the map thoroughly in single-player mode. And only then do they put on a show in an online match.
1. Diplomacy is banned in online games in 9 out of 10 cases.
2. Fixed maps (pre-released maps) are much more balanced than random maps, but they lose a bit of their appeal because they are released in advance. However, this is usually just a few days before the start of the Tournament, which doesn't disrupt the balance, as everyone can study them. But even with that, such a Tournament is fundamentally different from offline play, because even after studying the map from all angles, the game is played only once (without replays), and most importantly, you are playing against a person, not computers (with their monotonous behavior) or neutral creatures!
But with diplomacy, it's much more interesting (you can set it so that mega-monsters NEVER join) and with the Grail too!!!
For fun, it's definitely better to play on a random map, but if it's an important tournament, the organizer should at least refine the map to eliminate obvious flaws caused by randomness. However, it's often easier to just find a good duel map to avoid dealing with randomness... THERE YOU GO!!!
As for whether to post such maps on the forum, that's a separate question...
...however, it would be better to discuss this question not in "Eighth Stage of the Kanigam Tournament" but somewhere closer to Heroes 3 Online - but I don't know where yet....
Added 1 second ago
Since we have a dedicated thread, we can now discuss it properly... by the way, a poll would be helpful...
Iron... or moderators... please add it;)
Yes, I agree that randomness can present such “surprises” that sometimes you can immediately surrender in the early turns due to the layout. But recently, I’ve become very interested in various Tournaments on different forums, and almost everywhere they only play Tournaments on random maps. The imbalance of randomness is compensated by regenerating the map from scratch. Each participant is given several regenerations per game, and this, to some extent, equalizes the chances of both sparring partners.
The downside of fixed maps is that one player has a lot of time to study the maps and they grind them until they know them inside and out, training and perfecting their technique. And another player barely has time to look at it in the editor before the start of the match. Therefore, the conclusion is: on fixed maps, the one with more free time will win.
The seasonal “Seasons” Tournament (this is just an example) cannot be called either random or fixed, although it still leans more towards fixed maps, since the maps are placed in advance for review. But at the same time, choosing a Castle in advance, without knowing which map you will be playing on, adds a “twist” and a unique intrigue – because on some maps, certain Castles are strong, and on others, different ones.
But still, I tend to think that online Tournaments should be held on random maps, BUT WITHOUT DIPLOMACY. ;)
But I still think that online tournaments should be held on random maps, BUT WITHOUT DIPLOMACY. ;)
I would agree that fixes are a good thing, if there was someone who could actually balance the map. But, in my opinion, that's impossible.
So, we have another endless argument. :)
And in general, there's a reason why the term "duel map" exists...
The question is whether to use random maps or fixed maps, and referring to the fact that the fixed map is released before the game and some people study it while others don't - is illogical - this only applies to the "Seasons" tournament, but you can also not release fixed maps, and then it will be just as unknown as a random map, but slightly/significantly improved by a professional...
But lately, I've become very interested in various Tournaments on different forums, and almost everywhere they only play Tournaments with random maps.
The imbalance of random maps is compensated by regenerating the map from scratch. Each participant is given several regenerations per game, which to some extent equalizes the chances of both sparring partners.
The downside of fixed maps is that one player has a lot of time to study the maps and plays them over and over, practicing and honing their technique. And another player barely has time to look at it in the editor before the start of the match. Hence, the conclusion: on fixed maps, the one with more free time will win.
The seasonal Tournament "Seasons" (just as an example) cannot be called either random or fixed, although it still leans more towards fixed maps, since the maps are placed for review in advance. But at the same time, choosing a Castle in advance, without knowing which map you will be playing on, adds a "twist" and a kind of intrigue - because on some maps, certain Castles are strong, and on others - different ones.
Imagine, they give you 8 chess positions and say "choose whether to play as white or black." You name the color, and then they pick a position for you that matches... a losing one. :rolleyes: I still don't understand why you need to choose races in advance; why not do it after the host announces the map?
But at the same time, there's also something for those who like to play with fixed maps. It's a matter of taste.
Personally, I find the random map in its current form much more boring than a good fixed map, while other players feel the opposite.
That's true. But sometimes it takes more than an hour of real time for restarts, which is not good. And even two restarts may not help - you use them, but on the new generation, you end up with a blocked entrance to the Castle with troops of level 5-6. Of course, if you knew that would happen, you would have played the previous position, but it seemed bad, so you wasted the restart.
Believe me - it's the same with random maps. If one player is playing on a given template for the first time, and the other has "mastered" it, the advantage will be almost even greater.
At least with a fixed map, you can look at it in the editor for 5 minutes before the game (and that's enough for simple maps).
Imagine they give you 8 chess positions and tell you "choose whether to play as white or black." You name the color, and then they pick a position for you that is... losing. I still don't understand why you have to choose races in advance, why not do it after the map is announced by the host?
I still don't understand why races need to be chosen in advance. Why not do it after the map is revealed by the host?
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Believe me - it's the same with random selection. If one player is playing on a given template for the first time, and the other has mastered it, the advantage will be even greater.
As far as I understand from reading reviews and reports from those who use random selection, there aren't that many generally accepted templates. And, knowing these templates, it's not difficult to navigate the terrain. The only thing I don't understand is how these templates can be identified in advance so that only they are generated. Where are they defined and how can they be changed?
it doesn't take long to go through... for example, remember Kolbazer (sorry for the incorrect nickname)... the map "Me and My Shadow" - isn't that balanced?
And why isn't it balanced? First, the magic in the castles, and there are three per hero, which increases the possibility of imbalance. Second, Invisible accurately described the flaw.
This is exactly what I was talking about: it is incredibly difficult to create a 100% balanced fix.
I don't even understand what templates we're talking about???
The map generator creates maps based on certain patterns, and there are quite a few of them. I even tried to study the patterns a long time ago and even drew some, but there are so many that I eventually gave up. And recently, I read reports from those who play on random maps, and the most interesting thing is that there are almost the same templates there, probably the most optimal and balanced ones. But I still don't understand how to make these templates generate on their own.
However, if you create a file named rmg.txt in the Data folder with descriptions of the templates you need, only the corresponding maps will be generated.
Next is an example of a file with 2x4, 2, and 3 templates. They are quite popular.
Their descriptions can be found on ag.ru. If you wish, you can understand the structure and edit them. Or create completely new ones. There are very well-balanced custom templates.
