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Posts from Jebus Cross

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2Wic
you always have great ideas, but I don't think we should reinvent the wheel here.
Although, the idea of making the center area different from the other spawn points (without resorting to using a campaign) is appealing.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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Well, with this tournament, we're essentially reinventing the wheel. The entire tournament is one big experiment – will the new template be playable enough to include it in other tournaments?

After all, there aren't any established traditions for playing on Jebus. Most of the rules that were initially written are being invented now. Most players haven't played this template, and those who have mostly played on SoD, on L size, and with different rules.

That's why Dream's comment was endearing... you'd think there's a difference for him between playing with rules A or rules B, given that he hasn't tried either. It seems like a conditioned reflex kicked in here :).

Simply put, if we don't refine the rules now, it will be much harder to change things later – there will already be established practices, certain gaming habits, and so on. It's much easier and more enjoyable to do it right from the start than to rework it later.
In reply to Wicc
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2Wicc:
I have a suggestion. We could create a duel map template based on Jebus, in size S or M. We'd keep only 2 respawn points and the center, make the gold mine worth around 25,000, and increase the respawn rate for pandas and artifacts. What do you think?
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Well, it's already largely a duel map. There's practically no point in going to the two side zones. In principle, yes, they could be removed. Regarding making it "fatter" – I can try, although I'm not sure if it will fit. After all, the density of objects has a certain limit, and the current Jebus is already quite close to it. I'll look into this further. Regarding GO 25K, I'm not sure; it might be possible to break it on the 1st week. It will definitely add some variety, but I can't say for sure whether it will be a positive or negative change. We need to test and see. We can play again in a few days and test it out.
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My idea is to reduce the size of the map and slightly weaken the defenses, which would consequently reduce the actual game time.
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Dirty_Player +1
This is exactly what is needed. The map's playtime is no more than 2 weeks, but with room for strategy.
I once tried to create a template based on the idea of the MerlinsChallenge map — to take as much as possible on the first week on your own and neighboring respawn, and at the start of the second week break through the guard to the central respawn, where the encounter and GG happen. And it turns out such a template already exists =). Though I would make Jebus Cross less sweet on your own respawn and sweeter in the center, so that reaching the center before your opponent has greater significance.
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Wicc
That's why Dream's statement was endearing... you'd think it makes a difference to him whether he plays by rule A or rule B, given that he hasn't tried either. It seems like a conditioned reflex kicked in here :).

Well, there's some small experience already. We played a few times with Inviz (there were reports on the forum), and he practiced a few times in single-player. Although, for the most part, the template is new and unfamiliar for many.
I said that because I'm just subjectively tired of experiments. For this reason, I didn't even sign up for the winter cup on the forum.
Wicc
It's much easier and more enjoyable to do it right the first time than to redo it later.

I've read that somewhere before :)
http://dreamcatcher.metroland.ru/
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Wicc
I have a suggestion to make changes to the template.

Firstly, make the villages on the starting location native to the player. This will provide at least some semblance of an economy. Options will appear – either build a lot of lower-tier units or invest in higher-tier ones. You'll have to consider the situation and what is more profitable. Currently, the economy is simple – we collect free money and build a 7th-level dwelling with a citadel/castle. It's boring. At the same time, this will improve the balance between the factions – building a 7th-level dwelling will no longer be so essential.

Secondly, make the center a zone belonging to the brown player. Of course, it will be a companion. The idea is that if it matches the type of any of the players, the map should be restarted. Because a native center is a huge bonus... in the aforementioned game with Dirty, thanks to the native center, on the 3rd week, I had not 10 behemoths, but 25 (!). And not 6 cyclops, but 36. And more lower-tier units because I built several dwellings in the central stronghold.


I am completely in favor of these points.

Native villages and a companion in the center are definitely needed. (although the dungeon will then become incredibly powerful - 3 summoning portals - almost guaranteed 9 black dragons on levels 1-2-4).

Recently, I played in a game where I took 45 cats from the starting box, 15 red dragons, 40 minotaurs, and 15 minotaur kings + 3 black dragons. If it had been a dungeon, it would have been impossible to lose!
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
In reply to Forrest
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Forrest
I completely agree with these points.
Having native villages and the computer in the center is definitely necessary (although this would significantly boost the Dungeon faction - 3 summoning portals guarantee almost 9 black dragons on levels 1-2-4).
So, it seems that besides dragons, you probably won't be able to use other creatures. Will it pay off? You can't place dragons in houses, after all.

With Stronghold, you can gather 12 bears with just one creature dwelling, without using a portal. Although, in the tests, out of 4 generations for Stronghold, I didn't place bears twice - building 3 castles is too difficult even for Jebus, so it turned out to be more profitable to place the other two creature dwellings, as they provided stronger and cheaper stacks than bears.
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Sylvan
(although the dungeon will become incredibly powerful – 3 summoning portals – almost guaranteed 9 black dragons on levels 1-2-4).
It is possible to limit the number of summoning portals with rules.
In reply to Dirty_Player
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Dirty_Player
You could limit the number of summoning portals with rules.
Let him summon... are you feeling sorry for him? :). If you think it's too strong, remove it for the red Dungeon faction, and keep it for the blue one instead.

I, for example, don't think so, so I'll gladly play against Dungeon with some strong Castle faction.
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Wicc
I, for example, don't think so, so I'd gladly play against Dungeon with some strong Castle.
I didn't say that it's necessary or overpowered. I'm ready to play with any rules and any templates, even with diplomacy ;)
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I created a universal .rmg file for 3 templates: * On L+U, it generates 2sm4d(3) * On XL-U, it generates Jebus with native villages and a computer in the center * On XL+U, it generates 8mm6 * On other sizes, nothing is generated, and an error occurs Compatible with all playable versions of Heroes for this tournament. Download it here: http://slil.ru/26399229 UPD. The link has been fixed.
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2Wicc
That's an interesting idea. Is it possible to implement a script in the map editor that asks the user to choose a template for map generation before creating the map?
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Nope. If it were possible, they would have done it a long time ago. It would require file operation commands (to replace the .rmg file) or modifying the code section that handles template selection. None of that exists.

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