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Please don't assign a draw for the 5th round. We're already in the middle of the game. I think we'll finish it this weekend. The only slight difficulty is that when my esteemed opponent becomes available to play, it's already 6-8 AM for me...
Thank you in advance!
Робкий боится заранее, трусливый - в момент опасности, а смелый - после...
I'll have some free evening hours next week on Monday and Friday (from 7 PM Moscow time) and Thursday (from 10 PM Moscow time); and of course, Sunday (from morning until late) – but it seems like the 7th round is already scheduled for then. So, I'd like my opponent in the 6th round to let me know what time works best for them to play (my ICQ is acting up right now, so it's better to leave a message on the forum).
>I will have free evening hours next week on Monday and Friday (from 7 PM Moscow time) and Thursday (from 10 PM Moscow time); and of course, Sunday (from morning until late) - but it seems like the 7th round is already scheduled for that day. Therefore, I ask my opponent in the 6th round to let me know what time would be convenient for him to play (my ICQ is currently malfunctioning, so it's more reliable to leave a message on the forum).
I have this evening free, so we could start then. Otherwise, I will be available at all the times mentioned above. However, Thursday is a bit late for me, so let's skip that day. :) So, fix your ICQ and contact me right now. :)
I've played the last 2 games with the Dungeon faction. I got good starting conditions in the first and second attempts, without getting the Dwarf or Inferno creatures at the beginning. So, maybe it's just luck. Anyway, with the Dungeon faction, the recommended size seems to be better balanced in terms of the available creature templates in this version.
The map is terribly designed; I request that the organizers no longer include it in the tournament. There are no main mines (wood, ore) in the starting location, and there aren't any in the neighboring areas either. I am very disappointed that this map is in the tournament because it is very difficult to play without resources. I searched for a mine for 3 weeks and couldn't find one.
That can't be. There should be wood and ore mines in one of the two areas adjacent to the starting zone. Most likely, one of them was in the dungeon, and you didn't see the passage between the walls in that area. Send me the map; I'll take a look (in the map folder). [email protected] We didn't play it often... I'll take a look just in case.
There are definitely mines in one of the adjacent zones (there aren't any in the starting zone – that's a feature of the template). You need to study the template layout before the game; they come with the mod.
The problem might be that with this map layout ("Shield"), you need to guess which of the two adjacent zones contains the mine/lumber mill and which contains the rare resources. The most reliable approach is to create passages to both zones at once.
I need to be away until November 25th – I’ve already played all the games for today (6th round report is written) – Dear judges, I request a postponement for the 7th round. Upon my return, I will immediately play both the 7th and 8th rounds.
>the terrible template is poorly designed; organizers, please stop including it.
>the normal template is neither better nor worse than others.
>each template is for a specific game; not everyone enjoys the variety.
The shield is designed for three players, so there seem to be too many zones, making it a poorly explored template. And the mines in neighboring zones discourage players, making the start difficult for resource-dependent factions.
In reality, you can meet much faster than in Heroes of Might and Magic III, for example - we're playing now, and the simultaneous game ended on day 12.
It's a quite playable template for two players, at least it's more interesting than a random rush map. However, they say there's a flaw in the scheme - there are three exits from the small zones behind the Guardian, not two, presumably to both opponents and to the super treasure.
They're just saying that there's a flaw in the map design – there are three exits from the small zones behind the Gate of the Gods, not two; it seems like there are connections to both opponents and to the super treasury.
There are four exits from the small zones;). It's just that it's shown a bit awkwardly on the map. For example, zones 4 and 17 are connected to each other by a guard with a strength of 11.