Skip to content

Posts from Jebus Cross

5.0 (2 ratings)
User Avatar
Auto-translated
Greetings to everyone.

Registration is now open for the tournament on the template Jebus Cross.

The tournament begins on December 20; due to obvious reasons, the 1st round lasts until January 4. Registration is open through January 4 inclusive. Each subsequent round is given 10 days.

Regulations
1) The tournament is held on game version SoD 3.2, or by mutual agreement TE light or TE 1.03

TE light can be downloaded here: http://www.heroesportal.net/tavern/?id=254759&pagenum=1

2) Tournament status - fan-made.

3) Rules are practically the same as seasonal ones with the exception of points 2, 3.10 and 3.12, time per turn is 6 minutes.

1. Selection of colors and castles:
Participants choose castles by elimination; that is, players take turns crossing out castles they do not want to play until only 3 remain. The player who started crossing first chooses a castle from the remaining three, the second player chooses from the remaining two and the color they wish to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses Inferno from the remaining Inferno, Dungeon and Tower – Inferno, and vbn takes Dungeon and the red color.

2. Restarts:
Each player has the right to take 2 restarts during the first day of play - starting the game over with a new map generation.
Mandatory restart:
- if there is more than 1 castle
- if the starting hero is not level 1.
- if there is no fort in the starting castle.
- if there is no passage to the central respawn.

3. Bans and Restrictions
3.1. Banned heroes: Sir Mullich. If this hero reaches level 3, he must be dismissed on the same day.

3.2. All magic specialists of level 4, as well as Tant (Raise Dead), may use their profile spells against an opponent in the following cases:
a) If the corresponding level of the Mage Guild (Mage Guild) is built in any of the controlled castles. If these castles do not have the required Mage Guild level, it is necessary to fully build the Mage Guild of all levels in any two castles you own. Or capture an opponent's castle with the required Mage Guild already built (it does not matter how long the captured castle remains under control). Visiting this castle with a hero is not mandatory.
b) Find and visit a "shrine of magical thought" with the necessary magic.
c) If any of your heroes are given the corresponding spell in Pandora's box, a pyramid, after visiting a scholar, or in a magic book.
Against neutral monsters, as well as against the computer (if present on the map), level 4 magic specialists and Tant may use their profile spells without the above restrictions.
It is permitted to transfer level 4 spells and Raise Dead from specialists to other heroes, but those trained heroes can only use them after fulfilling sub-points a, b, c of point 3.2. That is, neither against neutral monsters, nor against the computer, nor against an opponent can these spells be used without meeting the above conditions.

3.3. Izra and Vidomina are forbidden from upgrading the "Sorcery" skill to "Expert" level. Otherwise, this hero must be dismissed within four days of obtaining expert sorcery (example: on day 124 Vidomina upgraded "sorcery" to "expert", therefore, by day 127 at the latest, she must be dismissed).

3.4. If Sir Mullich above level 3 is released from prison, or a necromancy specialist (Izra, Vidomina) with expert "sorcery" skill, these heroes must be dismissed within four days of release from prison. During these four days, these heroes are allowed to engage in battles.
If Sir Mullich above level 3, or Izra or Vidomina with expert sorcery is bought at the tavern, they must be dismissed within 4 days of purchase.
In the event that Sir Mullich above level 3, or Izra or Vidomina with expert sorcery appear in the tavern after escaping, buying them is forbidden.

3.5. The so-called "red rush" is forbidden; that is, a player playing red has no right to attack blue on the first day of the growth week using troops bought on that day. However, troops arriving with a hero bought on that day may be used.

3.6. Hit-and-run is forbidden: an attacking hero has no right to retreat in the first round of battle if they have applied combat magic or any other spell that caused any damage to the opponent. This ban does not apply to the defending hero.

3.7. Joining monsters is forbidden. Any troops may be obtained from Pandora's box and seers. Diplomacy is allowed, but only for reducing the buyout cost. If monsters want to join — refuse and either kill them or let them run away. That is, killing is not mandatory.

3.8. Using level 4 and 5 magic spell scrolls without building the corresponding level of the Mage Guild (Mage Guild) in any of your castles is forbidden. If there is no corresponding Mage Guild level in the starting castle, you must proceed according to sub-points a, b, c of point 3.2.

3.9. Any hero may use the "Dimension Door" spell no more than once per day.

3.10. Using "Angel Wings", "Fly", and "Dimension Door" when moving from one zone to another is permitted only if the guard between them has been defeated.

3.11. Visiting cartographers and the "fort on the hill" is forbidden.

3.12. Penetrating neighboring territories without defeating the guard standing in the passage (i.e., if it has shifted) is forbidden. If two or three guards are scattered along the road – any one of your choice must be defeated.
In case of bugged passages between zones, moving to a neighboring zone is permitted only if ГО has been defeated from both zones toward the center.

3.13. It is forbidden to take Pandora's boxes, scrolls, or artifacts, or visit various objects from under shifted guards without killing the guard. You cannot visit objects or take Pandora's boxes, scrolls, and artifacts using "Fly", "Dimension Door", or Angel Wings without defeating the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells/wings and from under shifted guards.

3.14. Assembling the same-named artifact "Cloak of the Undead King" is forbidden. All other composite artifacts are permitted.

3.15. The Grail can be dug up after 5 weeks of play.

3.16. In the Conflux castle, upgrading level 1, 6, and 7 monsters is forbidden. When playing as Conflux, the starting hero is chosen randomly during map generation.

3.17. In the Necropolis castle, building the necromancy amplifier is forbidden.

3.18. Buying and using any monsters in "mercenary camps" is permitted.

4. Fair Play
The most important point: players must play honestly and respect each other. Using cheat codes and all kinds of "bugs" is forbidden. Additionally, you cannot open saves or view the map in the editor until the game ends. A game is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves.

5. Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: during the battle, the attacker has 100 dwarves left, and the defending hero has 1 fly. And the 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or buy them off). If someone is wearing "shackles of war", you must load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who had the shackles on must remove them, the attacker must attack and then flee/buy off.
If a disconnect occurs during play, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Or they load the autosave of the player who was inactive at that moment. If the connection is interrupted during a battle, after loading, all battle moves are repeated as closely as possible to those before the disconnect.


4) Tournament format - Swiss system of 7 rounds in the group stage with the top 8 players advancing to playoffs. In case of equal points, the Buchholz coefficient is the tiebreaker. If the Buchholz coefficients are equal - the third criterion is the head-to-head match (if the head-to-head was a draw or if the opponents did not meet - an additional game).

5) All games in the tournament will be played on the template provided below. Map settings: 2 players, 0 teams, 0 computers, 0 computer teams, no water, strong monsters, difficulty 160%. Map size XL without underground; again, by preference, an additional 2 computers (settings 4-0-0-0).

6) All disputed points are decided by the organizer, so please report them promptly.

7) A technical defeat will be given for rule violations in the game; cheating (which is obviously forbidden) results in disqualification

8) The organizer reserves the right to make any changes to the rules in case of unforeseen/force majeure situations.

9) If you see that the game is hopeless - do not torture your opponent and accept the loss

10) Conclusion
Players are entitled to agree on any changes to the rules. To resolve disputed situations, players provide corresponding saves (which must be made every turn) and texts of negotiations before the game; in the absence of such, a judicial decision is based on seasonal rules.

The results of the draw and the table will be in the next post.

Application format:
Nickname on Heroesworld.
ICQ Number
When applying, please specify your preferred game version.

A few words about the template itself:

The template is symmetrical, there are only 5 resps; exit from the starting respawn leads only to the central respspawn (always sand) in a rich treasury.
Starting resps are also rich in resources and dwellings; for example, for humans, angels in the castle appear without much trouble. Each position has 2 villages.
Play on this template is fast and dynamic; usually ГО in the treasury is broken by the 2nd week, and a head-to-head encounter occurs on the 3rd.
ГО strength is similar to 2sm4d; often there are several guards to choose from. Seryoga posted a diagram in the 9th post.

The template itself:
(in unpacked form, place in the Data folder and rename to rmg)
Attachments 1
1 file attached • Total size: 699 B
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
User Avatar
Auto-translated
Preliminary stage results table (after round 3)

Attachments 1
1 file attached • Total size: 34.8 KB
User Avatar
Auto-translated
Submit your application to participate: SEM_56, ICQ 411719767. I'll be glad to try my hand at a fixed map; good luck to everyone!!!
Ушел с героев, пока пряники)
In reply to SEM_56
User Avatar
Auto-translated
SEM_56
I'd be happy to try my hand at a fixed map, good luck to everyone!
Dude, don't confuse apples and oranges and don't mislead people! This is a RANDOM MAP, just a different template!
User Avatar
Pit - In sake of LM
ICQ: 471401475
User Avatar
Aldegir 411833496
User Avatar
Auto-translated
I'll participate too.
432146477
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
zluqaOmg:smile28:
394-193-508
In reply to Dirty_Player
User Avatar
Auto-translated
I want to comment a bit and add a few words about this template, as I played it myself and liked it.
The structural scheme of the template is very simple and is shown in the figure below. The color of each sphere corresponds to the player's color. I played without AI, but you can include them for more excitement. By the way, this template is ideal for 2*2 games. I haven't played it myself, but I think it would be interesting. From each respawn there is an exit to a single central sandy treasure zone, where Dragon Utopia usually stand in packs, although in several games I played on it, there wasn't a single one. Each respawn contains 1 castle and 2 villages (without a fort), connected by paths. Also, each respawn has three wood and stone mines, one of every other mine, and 2!!! gold mines behind weak guards.
The main goal: reach the center before your opponent and strip it clean; you can take the goodies located on your home respawn later. You need to forget about normal development, like getting cavalry in the castle on the first week, etc. The template is fabulously rich, so on the first week you must place a level 7 unit in the castle/stronghold. Because of this, castles fundamentally change their strength priorities; for example, Rampart is one of the weak ones because you can't put dragons in the castle on the first week. I played on Jebus Cross in TE and recommend playing this version, because building a level 2 structure from the start is very important! Angels in a stronghold are one thing, but angels in a castle on the first week are something else entirely :). And finally, the most significant difference of this template: there are an insane amount of dwellings on the respawn :eek:. Usually, on Jebus Cross, limits are introduced on how many you can take; once I had 4 angel dwellings on my respawn and took 3 of them in the first week. I want to give some tactical advice on development (I don't claim they are 100% correct, but this is my IMHO). Hives should be taken in the first week!!! This is important. Try to upgrade the papas/mamas as quickly as possible, which can be difficult because when playing Castle, you shouldn't upgrade archers, otherwise there won't be angels in the castle. Money should be enough anyway, but exp is still needed. You can gain experience from Pandora's boxes, which are also plentiful even on your home respawn. When taking Pandora's boxes, it's preferable to keep one slot empty, as they often give troops as well. The first 3-4 days of the second week are very important, because during this time you need to take everything strategically vital and rush to the center. ГО is practically the same as on SMs, but IMHO even a bit stronger. The strongest castles are CASTLE and SWAMP. Again, these arguments hold if playing TE, because Broghild with a bunch of fat wyverns is simply a beast, and archangels at 121 with angel external dwellings make the game half-won. I haven't played other castles, so I can't accurately set strength priorities (I'm too lazy to analyze deeply like Vic does :)). I've only played on Jebus Cross about 5 times. Playing as Castle, I always put angels in the castle without upgrading archers; at 121-122 I put archangels, and with the support of wyverns, I took the Dragon Utopia on my home respawn at 123-125, then hit the ГО, and by the end of the second week, I was already running things in the center. For Swamp, IMHO it's even easier, because there might not always be enough for archangels before taking the utopias, but wyverns with a couple of their own external dwellings, plus hives, take the Dragon Utopia without problems at the start of the second week. Each respawn has one relic artifact behind weak guards. In one game I had a Tuol helmet for 20-49 gr cows :eek:. IMHO, Dungeon with a summoning portal and Necropolis with upgraded vampires + external dwellings also look good on Jebus Cross. But then again, you can play normally with any castle. For instance, Dream, who played against me as Necro, had 30+ horses by the second week:eek:. The main thing is to implement everything correctly and take advantage of your chocolate layout (which is almost always chocolate :)). Tower should be somewhat weak, but when I played against Javdet, who was Tower—I was playing for the first time and reached the center in the third week—he already had about 15 titans by that time :eek:.
Overall, the template is unusual; it might not seem appealing at first glance, but I recommend it to everyone for variety. BUT: you must test it before a tournament!
Good luck and morale +3/3 to all!

Almost forgot. IMHO this template is better played HL+U, because there are very many blocks in the treasure zones. Apparently, for this template, without the underground, there's too little.
Attachments 1
1 file attached • Total size: 10.5 KB
Я ламер и играть не умею, нах!:smile33:
User Avatar
Auto-translated
Sign me up! Time, time, where can I find it? ...
Остановите землю- я сойду…
In reply to invisible
User Avatar
Auto-translated
invisible
By the way, this template is perfect for 2v2 games. I haven't played it myself, but I think it would be interesting.
+1
invisible
Almost forgot. In my opinion, this template is better played with Haven + Academy, because there are a lot of blocks in the trenches. It seems that there aren't enough underground passages for this template.
-1
The presence of an underground passage limits the choice of castles, because starting in the dungeon in 90% of cases leads to a loss!

And also. On this template, a lot of real time is spent on each turn, and 4 minutes is very little, especially when there are 8 heroes on the first day. Therefore, I suggest reducing the resource expenditure on turn 113 (you can make 2 resource expenditures on turn 111). It's a shame to play for three days and then lose because of resources... This is a lot of time wasted for nothing :(

I suggest playing with 6 minutes per turn, but with resource expenditure only on turn 111!
In reply to invisible
User Avatar
Auto-translated
invisible

Almost forgot. In my opinion, this build is better played with HL+U, because there are a lot of blocks in the trials. It seems that this build needs more underground access.

With underground access, the build often loses its clear structure, and the games may become less dynamic than without it, due to larger respawn areas.
Dirty_Player

And also. This build takes a lot of real time per turn, and 4 minutes is very little, especially when there are 8 heroes on the first day. Therefore, I suggest removing the RE on 113 (you can make 2 REs on 111). It's a shame to play for three days and then lose due to a restart... This is a lot of wasted time :(

I suggest playing with a 6-minute timer, but with RE only on 111!


Yes, you are right about the restart, I missed that...
Regarding the time, I also agree with 6 minutes, even more so for TE Light, but I wanted to get as close as possible to the seasonal rules so that people wouldn't be scared... I'll conduct a poll closer to the beginning, and we might change the time limit.

P.S. I thought this build was purely for experienced players (they play it 130% of the time), but after searching the internet, I found out that Jebus is very old, and many people have played it here as well.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
User Avatar
Auto-translated
Ready to participate, 490-772-557.
User Avatar
Auto-translated
The main thing is to implement everything correctly and take advantage of your favorable position (which is almost always favorable).
375572427:)
В. Уэйтс©
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.

временно ушел с форума, переодически заглядываю. кому нужен пишите в скайп ewgeniy1985. в аське 384385000 очень редко.

Statistics

Welcome our newest member: Emil