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Posts from Jebus Cross

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In reply to ewgeniy
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#16
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With the dungeon, the map template often loses its clear structure, and the battles may become less dynamic than without the underground passages due to larger spawn areas.
Perhaps, but it still doesn't hurt to test it out. In the treasure chamber, sometimes you need to break through a dozen blocks to reach something, guarding unnecessary prisons where heroes of level 30 or something else are held, and troops are lost, and mana is also depleted...
I'll emphasize again: the treasure chamber is ALWAYS covered in sand! Therefore, pathfinding won't be superfluous.
Я ламер и играть не умею, нах!:smile33:
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#17
Psyche_7
icq: 391200071
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#18
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Oh... too bad - I won't be able to play for almost the entire month of January :( Otherwise, I would have gladly joined in!!!
Well, once again, I'll be a fan and cheer for you :) I wish all the players good luck!!
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
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#19
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It's strange that no one noticed a feature of the template such as weak monsters at the starting respawns. That is, all guards are roughly 1.5 times smaller than the guards of similar objects on standard templates.

The norm consists of unguarded cons, prisons with level 1 heroes, lower-floor artifacts, etc. Because of this, breaking through in all directions is quite simple.

In the center, it's the opposite: strong monsters, like in the treasuries on 2sm4d(3).

Regarding restarts, it's better to do as Dirty says—that is, 2 restarts for day 1. This is almost always enough to evaluate whether the layout is playable or not.

And a restart by block is desirable—if regular restarts have run out and you are locked in (which is not uncommon, as the packing of objects can be quite dense), then on day 1 you can request a restart by block.

It's also worth agreeing on the rules for using control. The thing is, it's sometimes possible to get DD/fly here even in the 1st week—relics and Pandora's boxes with schools of magic might be lying around at your own respawn. Consequently, you could either rush the opponent or emerge into the center earlier and devour everything there. The bourgeois play here without transport magic entirely (only TP is allowed).

Therefore, the proposal is to prohibit the use of DD/Fly/wings for transitions between locations where ГО has not been established. And in the center, you can only take something by breaking through the guards, even if it can be stolen for free using transport spells.

Another narrow point—sometimes bugged passages arise between respawns, and sometimes roads even run along them. Therefore, the proposal is this: a bugged passage between zones can only be used if ГО to the center has been established from both zones.

And if there is no road to the center, it's treated as an objective restart.

I'll participate if anyone wants to play on TE.

By the way, maybe we should use a Swiss format for the tournament? It's easier for both players and judges.
In reply to Wicc
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#20
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Wicc
It's strange that no one noticed such a feature of the map as weak monsters on the starting spawn points. That is, all the guards are approximately 1.5 times weaker than the guards of similar objects on standard maps.
Everyone noticed, but that's what makes Jebus special – it's a treat! ;)
Wicc
And a rest per block is desirable – if the regular rests run out, and you're trapped (which is not uncommon, as the placement of objects can be quite dense), you can request a rest per block on day 1.
You have to be bold to eat all the restarts on Jebus :)
Maybe just add more restarts on map 111?
Wicc
Also, the rules for using control should be clarified.
Ideally, it's better to ban it, as Angel Wings are often found on the spawn points. :)
Wicc
Another narrow point – sometimes there are buggy passages between spawn points, and sometimes roads even pass through them.
I had that happen once, when one village was shared, but we just didn't notice and it resulted in an encounter.
Wicc
I'll participate if there are people who want to play on TE.
+1. I would prefer to play on TE, as the chess clock looks better, and the starting army can also decide a lot...

P.S.: If it's on SoD, let's discuss the time!
In reply to Dirty_Player
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#21
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Dirty_Player
You need to be audacious to eat up all the restarts on Jebus :)
Maybe just make more restarts on 111, and that's it?
If you make more restarts, they'll start using them to generate a better layout. And that will prolong the process.

The number of restarts doesn't really depend on the template; the restart is based on whether the layout is above or below average. And restarting per block is a normal practice; there are few chances to use it, but when they appear, it allows you to avoid surrendering on 111.
+1. I would personally prefer to play on TE, as the chess clock looks better, and the starting army can also decide a lot...
That's why I suggest a Swiss system - with it, the judge can spend the entire tournament pairing different players who have different preferences regarding the game format.
#22
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Great idea. Here is why.

1. Fresh ideas are needed. The template played on our forum becomes stale, no matter how excellent it may be. People have different temperaments; those who are impatient might leave not so much for other hero sites, but for other online strategy games.
What is proposed here is a significant update; the principle of play is essentially different.
The template is very old but resilient, which means it has passed the test of playability.

2. Limiting the field of action for cheaters. It is impossible to defeat cheating; cheaters don't even try to hide, and there are no measures to combat them—only the most primitive layer is caught: those who fill every slot with 9999 archangels and forget to dismiss them at the end of the turn. The rest go uncaught, not thieves...
The thing is, a cheater scouts the map, which on our old template leaves an honest player no chance: first they collect maximum money, then conservatories "luckily" land, then Dragon Utopia. On a rich respawn, a regular player has some kind of chance; there are no problems with money and external dwellings, plenty of freebies, which to some extent devalues map scouting.

3. The skill level of our forum players. I believe that the rapid progress of our players continued all year and has now stalled. We are playing matches against Bay and Portal at the same level as the summer match with the same Portal.
Practice and match results show that under maximum personnel strain, both Portal and Bay field stronger rosters, and we can't do anything about it yet. Judging by conversations with players defending the honor of our resource, we clear maps normally and battles with opponents are also acceptable; the failure is in the "mandatory program"—taking medusa dens, naga banks, and especially griffin conservatories. It's obvious what advantage 1-2 angels obtained in week 1 provide. And playing on Jebus—like it or not, you'll have to learn how to break through everything on the first turns.

4. Working with newcomers. The advantage we still hold over other forums is the newcomers coming to us. Let's say a person didn't come by chance and wants to learn how to play strongly. It occurs to them that they can review saves after a game, but on a poor respawn even the strongest player won't impress a newcomer; you can't break through much. But when dragon external dwellings and angel dwellings are flying in on day 1-2, then he will wonder how it is so easy to do.
On a poor respawn, it's hard to explain the advantage of using 8 heroes over 3-5. When eight heroes break through everything on the very first turn—then the question of the required number of heroes in the game will disappear for newcomers.

Cons of the new template.
1. Freebies; I remember with indignation skipping maps from the standard set and those downloaded from the web when you couldn't pass because of the abundance of resources. The principle of "through thorns to the stars" is firmly embedded in players.
2. Turn duration. If 8 heroes break through everything on turn 1 with a player's full effort, it will drag on. Of course, there can be no talk of a rest on 113. Perhaps even two rests on 111 are too many; one on 111 is enough. And that's it. Of course, you need to play on 6 minutes.

There is no need to insist on TE punitive measures; gently implementing TE-lite is worth it. SoD as the main version with a mandatory "TE-lite at players' request." After 2-3 Tournaments, the number of players on lite will increase significantly, I have no doubt.

I won't talk about respawn luck; either way: if a bunch of external dwellings or hives land, no level of play can overcome that on either the old or new template.

Conclusion: it is worth trying to play; I also ask the respected Javdet to sign me up for the tournament.

P.S. Question. In the "Data" folder, there is a file with the 2sm4d(3) template, and as a result, exactly this template is generated. If I place a file with the Jebus Cross template in the "Data" folder, do I need to remove the file with the old template?
In reply to Nagan-4
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#23
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Nagan-4
P.S. Question. The "Data" folder contains a file with the 2sm4d(3) template, and this template is generated. If I place a file with the Jebus Cross template in the "Data" folder, do I need to remove the file with the old template?
Yes, you do. The DATA folder should contain the rmg.txt file with the template that you plan to use in the game.

In principle, you can create a combined rmg.txt file with several templates, but make sure that they are used for different map sizes to avoid overlaps in sizes.

For example, 2sm4d(3) for L+U and Jebus for XL-U. And nothing will be generated for other sizes.
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#24
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I'm glad the topic is of interest. I'll try to address all the suggestions: 2 restarts + a restart per block for Jebus is, in my opinion, too much. Here, the restart is given precisely for problematic starts with blocks. You could either do 2 restarts on level 111 (it won't take up too much time) or 111 + a restart per block. I'm more inclined towards the second option, but we need to accurately determine the strength of the block so that there aren't any arguments or resentment later, like "I got a good start, but my opponent is ruining it," even though that block can be cleared on the 3rd day. Regarding control, I don't want to ban anything. For example, it could happen that in 2x Utopia, you get 2 Air books and Wings, and nothing on stats. Should you not use them? But limiting it is possible and even necessary. "Therefore, the suggestion is to prohibit the use of DD/Fly/Wings for transitions between locations that don't have a cleared Gate of the Elements." I really like this suggestion. And regarding getting something for free, that's already banned in seasonal rules. I haven't encountered any buggy moves, but the suggestion is also worth including in the rules or just avoiding those areas altogether. "No path to the center" – is this an assumption, or have there been cases? Regarding the Swiss system, I don't even know what to say... First, to my shame, I don't know all the nuances, whether it objectively reflects the strength of the players, and second, I don't know how the people here will react to it. And it seems to me that it needs a lot of participants. I already wrote about the TE above. We can conduct a poll closer to the start. If the majority is in favor of Light, we can switch to it.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#25
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List of participants and preferred game version:
1 Dirty Player...............TE
2 Sem 56....................SoD
3 Pit-In sake of LM.......SoD, TE, TE light
4 Aldegir.....................SoD
5 Javdet.....................TE light, TE
6 ZluqaOmg
7 Феликс
8 Dreamcatcher............TE
9 Alessandro-1977........SoD, TE light
10 Ewgeniy..................SoD, TE light
11 Wic........................TE
12 Nagan-4..................SoD
13 Psyche 7
14 LeBron....................TE
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#26
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Javdet
I don't even know what to say about the Swiss system... First, to my shame, I don't know all the nuances, whether it objectively reflects the strength of the players, and second, I don't know how the people here will react to it. And it seems to me that it needs a lot of participants.
I know everything about the Swiss system! If needed, I can even conduct the draw! IMHO, the Swiss system is the best system for tournaments!!!
If there are about 20 people, it would be perfect to play using it :smile54:
In reply to Dirty_Player
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#27
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Dirty_Player
In my opinion, the Swiss system is the best for tournaments!!!

If it's not too much trouble, please describe why, as this might be a compromise between the "Techies" and the "Sodovites."
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#28
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Javdet
If it's not too much trouble, please explain why.
It's simple! The leaders constantly play against each other (except in the first round), which ensures a tough competition! In case of a tie in points, the Buchholz coefficient is used as a tiebreaker! There is no need for any additional games!
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#29
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In this case, players who have lost their chances in the rounds after 3-4 rounds simply give up... and then technical issues occur... which is not good.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#30
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I'd be happy to lose to anyone who wants to play! ;)
I never thought I'd say this, but I'm rooting for Dungeon.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D