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Signed up :), chatted :), now it's time to actually play :)
HeroesWorld vs Heroes.by
1. Regulations.
Round 1.
We play against each other (HeroesWorld player vs Heroes.by player), 2 games. One game by HeroesWorld rules, the second by Heroes.by rules.
If no winner is determined as a result of this confrontation (draw) – a fix map drawn by Horn (TC3) is played. Whoever wins the battle is considered the winner of the pair and advances to the next round; the loser leaves their team's ranks and no longer participates in the tournament.
Round 2.
The second round is played the same way, 2 games, with TC3 in case of a draw.
A situation may arise where one of the teams has more participants remaining after the first round. In that case, the team with more players puts forward their strongest players in a number equal to those remaining on the opposing team; others skip the round.
Round 3 and subsequent rounds
Played according to this scheme until one of the teams loses all its participants.
2. Rules for Heroes.by
The description for installing TE in general and the latest version can be found here: http://forum.heroesleague.ru/viewtopic.php?t=985
Players have the right to make changes to the rules by mutual consent.
Time limit 3000+400 (or 1800+300 by mutual agreement).
Files for both limit options, as well as settings with installation instructions, are located here: http://heroes.by/otborrp.zip UNZIP the archive and read the readme before installing.
Remember that the settings are taken from the red player.
- Castles are chosen by crossing out
When crossing out, players take turns crossing out one castle until only 3 castles remain. The player who chooses their castle first starts the crossing out process. From the remaining castles after crossing out, players choose which castle to start with. The player choosing the starting castle second chooses the color they will play.
- Troops do NOT gain experience
- Army tax is DISABLED
Rules:
Current game version: TE 1.03q, necro-patch enabled
A random map is played. Difficulty - 160%. Number of players - 2, computers - 0, teams - 0, no water, strong monsters. Map size - L with Dungeon. Templates - 2sm4d, 2sm4d(2), 2sm4d(3)
(Note that the te.ini file with settings must be with the red player, not the host.)
Restarts: Each player has the right to take two restarts - start the game over with a new map generation.
One restart can be taken during their first turn, and one during their first three turns.
Mandatory restart if the starting hero is > level 1.
Restart upon meeting up to 116 inclusive (by "meeting" it means attacking an opponent's hero or castle)
If the attacking player used magic that somehow caused damage to the enemy troops (including Berserk, hypnosis), they cannot retreat (buy their way out) in the first round of battle.
Other: Any shifted guard must be "broken" (if two or three guards are scattered along the road - any one of your choice is broken). It is permitted to collect chests, campfires, and resources past the shifted guard. Collecting or visiting anything else is forbidden, including entering neighboring respawns.
The player playing as red is forbidden from attacking the opponent on the first day of the week with growth that arrived on that day.
The Grail can be dug up after 5 weeks of play.
In case of a disconnect (as far as possible in the given situation):
the player making the move finishes their turn either until they need to attack the opponent, or until the end of their turn and makes a save; then the connection is restored and the game continues from this save;
if a disconnect occurred during a battle, after resuming the game all battle moves are repeated (if exactly impossible, then as close as possible to how it was)
If the attacking player cannot win in battle, they must retreat. If they cannot retreat due to the "Shackles of War" artifact and the defending player cannot destroy the attacker, the following should be done: Load the defending player's autosave. Remove the handcuffs. Repeat moves until the battle. Restore troops lost by both sides in the battle where the stalemate occurred. After this, the attacking hero must attack the defender and retreat.
Until the end of the game, no one is allowed to view the map in the editor or open saves of this game.
3. Rules for TC3 (fix map, played only in case of a draw)
1. The tactical corner3 map is played. http://heroes.by/maps/tc3.h3m
Briefly the essence: Both are given a hero with skills 10-10-4-4 and Tent and Ballista abilities. Tent, ballista, and cart are purchased as needed. Other troops are chosen as follows: Initially there are two external dwellings on the map; monsters from them serve as a pass through the quest pillar to the corresponding castle.
2. Castles are chosen according to the following crossing-out scheme:
A list of races is written for each player (total 2*9=18 castles). After this, players take turns crossing them out until two uncrossed ones remain in each list - these will be played. In doing so, one can cross out "bad" races from their own list as well as "good" ones from the opponent's list. The sequence of crossing out is: 1-1-1-2-2-...-2-1 (meaning the first crosses out one castle position, then the second - one, the first - one, the second - two,... , the first - one).
3. In the castle, you can buy 5 growths, and from these two castles, you must choose the troops you will fight with. Money given is 170,000 – 100K immediately, 20K in a chest, 50K on 113. Also, each hero has artifacts that can be exchanged at quest pillars to unlock bonuses. There are fewer artifacts than bonuses, so you will have to choose. Main bonuses, one of your choice: +2 speed, or berserk, or sniper bow, or 100K money. Medium bonuses – second skills, anti-berserk art, black orb, or 30K money; there are 3 such bonuses. Weak bonuses (5) – 15K money or other bonuses which you can see for yourself on the map. After choosing troops and bonuses, a battle takes place where red attacks.
- Starting bonus when choosing castles and generating the map - resource.
- Do not enter castles on the first turn; they glitch on it.
- Before creating the map, check "battlefield without obstacles" in TE options and uncheck "bank" next to the field
- The attack happens as follows - either blue jumps into the teleport and stays in it. Red jumps into the teleport after them and the battle begins
- In stalemate situations, troops go to fight. That is, if there's a stalemate, the attacker has no penalties; they simply fight to the end.
- Converting 6th and 7th level monsters in the transformer is not allowed
4. Roster for Heroes.by
Balamut (250026893)
DoberMan (483620332)
Dreamcatcher (285228204)
Forrest (319979133)
KobRa_SPb (286406830)
Paladin (319078668)
Papik (336775860)
Piterius (407907277)
Rusya ( 308194737)
Sup (454533816)
Volodymyr (297363980)
5. Other
Request to Zhenya - please post your rules. If these are fixes – I'd like to see them.
Differences between TE and SoD can be seen here:
http://www.heroesleague.ru/show/1288/TE_Manual_rus.doc
Decide on the number of participants. I think we will find opponents for everyone.
If you agree with the regulations - and given that rules are available from both sides - we can proceed.
I will be updating this post and adding participants with their ICQ numbers
HeroesWorld vs Heroes.by
1. Regulations.
Round 1.
We play against each other (HeroesWorld player vs Heroes.by player), 2 games. One game by HeroesWorld rules, the second by Heroes.by rules.
If no winner is determined as a result of this confrontation (draw) – a fix map drawn by Horn (TC3) is played. Whoever wins the battle is considered the winner of the pair and advances to the next round; the loser leaves their team's ranks and no longer participates in the tournament.
Round 2.
The second round is played the same way, 2 games, with TC3 in case of a draw.
A situation may arise where one of the teams has more participants remaining after the first round. In that case, the team with more players puts forward their strongest players in a number equal to those remaining on the opposing team; others skip the round.
Round 3 and subsequent rounds
Played according to this scheme until one of the teams loses all its participants.
2. Rules for Heroes.by
The description for installing TE in general and the latest version can be found here: http://forum.heroesleague.ru/viewtopic.php?t=985
Players have the right to make changes to the rules by mutual consent.
Time limit 3000+400 (or 1800+300 by mutual agreement).
Files for both limit options, as well as settings with installation instructions, are located here: http://heroes.by/otborrp.zip UNZIP the archive and read the readme before installing.
Remember that the settings are taken from the red player.
- Castles are chosen by crossing out
When crossing out, players take turns crossing out one castle until only 3 castles remain. The player who chooses their castle first starts the crossing out process. From the remaining castles after crossing out, players choose which castle to start with. The player choosing the starting castle second chooses the color they will play.
- Troops do NOT gain experience
- Army tax is DISABLED
Rules:
Current game version: TE 1.03q, necro-patch enabled
A random map is played. Difficulty - 160%. Number of players - 2, computers - 0, teams - 0, no water, strong monsters. Map size - L with Dungeon. Templates - 2sm4d, 2sm4d(2), 2sm4d(3)
(Note that the te.ini file with settings must be with the red player, not the host.)
Restarts: Each player has the right to take two restarts - start the game over with a new map generation.
One restart can be taken during their first turn, and one during their first three turns.
Mandatory restart if the starting hero is > level 1.
Restart upon meeting up to 116 inclusive (by "meeting" it means attacking an opponent's hero or castle)
If the attacking player used magic that somehow caused damage to the enemy troops (including Berserk, hypnosis), they cannot retreat (buy their way out) in the first round of battle.
Other: Any shifted guard must be "broken" (if two or three guards are scattered along the road - any one of your choice is broken). It is permitted to collect chests, campfires, and resources past the shifted guard. Collecting or visiting anything else is forbidden, including entering neighboring respawns.
The player playing as red is forbidden from attacking the opponent on the first day of the week with growth that arrived on that day.
The Grail can be dug up after 5 weeks of play.
In case of a disconnect (as far as possible in the given situation):
the player making the move finishes their turn either until they need to attack the opponent, or until the end of their turn and makes a save; then the connection is restored and the game continues from this save;
if a disconnect occurred during a battle, after resuming the game all battle moves are repeated (if exactly impossible, then as close as possible to how it was)
If the attacking player cannot win in battle, they must retreat. If they cannot retreat due to the "Shackles of War" artifact and the defending player cannot destroy the attacker, the following should be done: Load the defending player's autosave. Remove the handcuffs. Repeat moves until the battle. Restore troops lost by both sides in the battle where the stalemate occurred. After this, the attacking hero must attack the defender and retreat.
Until the end of the game, no one is allowed to view the map in the editor or open saves of this game.
3. Rules for TC3 (fix map, played only in case of a draw)
1. The tactical corner3 map is played. http://heroes.by/maps/tc3.h3m
Briefly the essence: Both are given a hero with skills 10-10-4-4 and Tent and Ballista abilities. Tent, ballista, and cart are purchased as needed. Other troops are chosen as follows: Initially there are two external dwellings on the map; monsters from them serve as a pass through the quest pillar to the corresponding castle.
2. Castles are chosen according to the following crossing-out scheme:
A list of races is written for each player (total 2*9=18 castles). After this, players take turns crossing them out until two uncrossed ones remain in each list - these will be played. In doing so, one can cross out "bad" races from their own list as well as "good" ones from the opponent's list. The sequence of crossing out is: 1-1-1-2-2-...-2-1 (meaning the first crosses out one castle position, then the second - one, the first - one, the second - two,... , the first - one).
3. In the castle, you can buy 5 growths, and from these two castles, you must choose the troops you will fight with. Money given is 170,000 – 100K immediately, 20K in a chest, 50K on 113. Also, each hero has artifacts that can be exchanged at quest pillars to unlock bonuses. There are fewer artifacts than bonuses, so you will have to choose. Main bonuses, one of your choice: +2 speed, or berserk, or sniper bow, or 100K money. Medium bonuses – second skills, anti-berserk art, black orb, or 30K money; there are 3 such bonuses. Weak bonuses (5) – 15K money or other bonuses which you can see for yourself on the map. After choosing troops and bonuses, a battle takes place where red attacks.
- Starting bonus when choosing castles and generating the map - resource.
- Do not enter castles on the first turn; they glitch on it.
- Before creating the map, check "battlefield without obstacles" in TE options and uncheck "bank" next to the field
- The attack happens as follows - either blue jumps into the teleport and stays in it. Red jumps into the teleport after them and the battle begins
- In stalemate situations, troops go to fight. That is, if there's a stalemate, the attacker has no penalties; they simply fight to the end.
- Converting 6th and 7th level monsters in the transformer is not allowed
4. Roster for Heroes.by
Balamut (250026893)
DoberMan (483620332)
Dreamcatcher (285228204)
Forrest (319979133)
KobRa_SPb (286406830)
Paladin (319078668)
Papik (336775860)
Piterius (407907277)
Rusya ( 308194737)
Sup (454533816)
Volodymyr (297363980)
5. Other
Request to Zhenya - please post your rules. If these are fixes – I'd like to see them.
Differences between TE and SoD can be seen here:
http://www.heroesleague.ru/show/1288/TE_Manual_rus.doc
Decide on the number of participants. I think we will find opponents for everyone.
If you agree with the regulations - and given that rules are available from both sides - we can proceed.
I will be updating this post and adding participants with their ICQ numbers
