Starting tomorrow (February 16), the LT League vs Heroesworld match will begin. I hope this meeting takes place in a friendly atmosphere, without disputes, and allows our team to gain invaluable experience from inter-portal encounters, as well as become a very interesting event in the history of our resource. What do we know about the opponent? The captain of the Lithuanians, black_knight, is a very strong player, a WCL champion, and a season winner on heroes.by. He has beaten Stinger himself. That's probably all :) I think this is also where the interest in this duel lies — playing against an opponent new to them, under new rules.
At Pit's request, I changed the pairs for the match; Black didn't mind. Each pair will play 2 matches — one according to our rules and on a template preferred by the Worlder, and the second match — vice versa. Colors in the game are distributed as follows: the one playing by their own rules is blue, the one playing by others' is red.
LeBron vs black_knight (TE). 8mm6/8mm6
Pit for LM vs XSI (TE) 2sm4d/Panic
Mizrael vs Vortex (SoD) 2sm4d/Jebus
Jadvet vs Suris (TE) Jebus/Balance
Template sizes:
2sm4d - L+U
8mm6 - XL+U
Panic - L
Jebus - XL
Balance - L
Heroesworld Rules:Scribble, restarts, rules regarding shifted guards for red-rush etc., as well as the rules for SoD are taken from the topic
Rules for HoMM3 online games and rating calculation formulas. The rules for TE are in the appendices. Exactly like the Panic and Balance templates.
TE:Choice of color and castles
Participants choose castles by the method of elimination; that is, players take turns crossing out castles they do not want to play until 3 castles remain. The player who started scribbling first chooses a castle from the remaining three, the second player — 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, Dungeon, or Tower from the remaining — same as Inferno, and vbn — Dungeon and red color.
Restarts
Each player has the right to take a restart twice: on the first day of the game and within three days, meaning starting a new game with map regeneration.
Mandatory restarts:
– if the starting hero is above level 1;
– if a player starts with more than one castle;
– if a fort is not built in the starting castle;
– restart upon meeting by day 6 inclusive; that is, if players enter direct contact with each other using any of their heroes within the first six game days (simply put, any battle occurs between them), then one of them has the right to demand a restart. If both players agree to continue, it is their right.
So-called "red-rush" is forbidden; that is, a player playing red does not have the right to attack blue on the first day of the week with troops purchased on that day. However, troops arriving with a hero purchased on that day may be used.
Hit-and-run is forbidden: an attacking hero has no right to retreat in the first round of battle if they applied combat magic or any other spell that somehow dealt any damage to the opponent. This prohibition does not apply to the defending hero.
"Angel Wings" are allowed to be used without any restrictions, provided this does not contradict clause 5.13.
It is forbidden to enter neighboring territories without breaking through the guard standing in the passage (i.e., if it is shifted). If two or three guards are scattered along the road — any one of them may be chosen to be broken through.
In the absence of a passage guard, including a shifted one, moving freely from respawn to respawn is allowed.
It is forbidden to take Pandoras, scrolls, artifacts, or visit various objects from under a shifted guard without killing the guard. It is not allowed to visit objects, take Pandoras, scrolls, or artifacts using "Fly", "Dimension Door", or Angel Wings without breaking through the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells and wings, as well as from under a shifted guard.
The Grail can be dug up after 5 weeks of play.
It is allowed to buy and use any monsters in "mercenary camps".
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 pay off). If someone is wearing "Shackles of War", it is necessary to 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 wore the shackles must remove them, the attacker must attack and flee/pay off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Alternatively, 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.
LT League Rules:SoD:It is not allowed to pass to other respawns past a shifted guard or take various objects from under a shifted guard. Resource piles near their resource mine may be taken if the mine is guarded, without breaking through the mine guard. If there are several guards between zones — it is sufficient to break through only one of them. If one of the players has already broken through one of the zone guards and the second player saw this, the second player may not break through another and go to another zone. Otherwise, the second player must break through one of the guards of that zone.
Dimension Door, Fly, and Angel Wings cannot be used, but Town Portal can be used.
Level 4-5 scrolls cannot be used.
Necropolis and Conflux cannot be taken as starting cities, but they can be built up if captured.
Diplomacy cannot be taken on level-ups.
Monsters cannot be recruited.
Logistics specialists and Müllich cannot be taken as starters and cannot be leveled above 5.
The Grail cannot be dug up
The Cartographer cannot be visited, and units cannot be upgraded at Hill Fort.
Wyverns and angels from hives and cans cannot be upgraded.
Only one level 7 dwelling of a single city type per game may be taken.
Double-build is forbidden. Dwellings of levels 3-7 cannot be built in the native secondary town. If there is a Dungeon and 2 Strongholds, you can build up the Dungeon and 1 Stronghold.
Red-rush is forbidden. On the first day, red may attack only if the new week's army has not been purchased.
Hit-and-run is forbidden. Both players must have a chance to cast magic (literally).
It is allowed to hit a upgraded stack at a non-upgraded unit with an upgraded stack and retreat. The effect is well known.
If the battle leads to a draw (dragonfly and 100 undead), the attacking player must retreat.
Choice of cities — blue player chooses first, red second. Identical cities are possible.
Restarts — a player may take one restart on the first day without reason and until the third day if the castle is blocked by the following number of animals:
Level 1 Archers >100
Level 1 Neutrals > 200, but centaurs >70, Pikes >100, *upgraded Pixies >100
Level 2 Archers >50
Level 2 Neutrals >100, but witch harpies >50, Air Elementals >30, Storm Elementals >25, upgraded Wolves >40
Level 3 Archers >30, but upgraded Elves and Ice Elementals >20
Level 3 Neutrals >40, but golems >40, three-headed Cerberi >25
Level 4 Archers >15
Level 4 Neutrals >25, but Vampire Lords >15
Level 5 Archers >10,
Level 5 Neutrals upgraded >10
Level 5 Neutrals non-upgraded >15
Level 6 and 7 Neutrals
Snipers >8, Nomads >30
Players must take a rest if starting heroes are not level one and with slow roads.
Map is created with following settings:
2 players, 0 computers, all teams = 0, water = none; monster = strong; time limit = 6 min; difficulty = 130%
The spell Stealth can be used.
The town view bug can be used.
These rules can be changed if both players agree.
TE:It is not allowed to pass to other respawns past a shifted guard or take various objects from under a shifted guard. Resource piles near their resource mine may be taken if the mine is guarded, without breaking through the mine guard. If there are several guards between zones — it is sufficient to break through only one of them. If one of the players has already broken through one of the zone guards and the second player saw this, the second player may not break through another and go to another zone. Otherwise, the second player must break through one of the guards of that zone.
Red-rush is forbidden. On the first day, red may attack only if the new week's army has not been purchased.
The Grail cannot be dug up
Wyverns and angels from hives and cans cannot be upgraded.
Only one level 6/7 dwelling of a single city type per game may be taken.
Double-build is forbidden. Dwellings of levels 3-7 cannot be built in the native secondary town. If there is a Dungeon and 2 Strongholds, you can build up the Dungeon and 1 Stronghold.
Peasant external dwellings cannot be used.
Hit-and-run is forbidden. Both players must have a chance to cast magic (literally).
Choice of cities — blue player chooses first, red second. Identical cities are possible.
Restarts — a player may take one restart on the first day without reason and until the third day if the castle is blocked by the following number of animals:
Level 1 Archers >100
Level 1 Neutrals > 200, but centaurs >70, Pikes >100, *upgraded Pixies >100
Level 2 Archers >50
Level 2 Neutrals >100, but witch harpies >50, Air Elementals >30, Storm Elementals >25, upgraded Wolves >40
Level 3 Archers >30, but upgraded Elves and Ice Elementals >20
Level 3 Neutrals >40, but golems >40, three-headed Cerberi >25
Level 4 Archers >15
Level 4 Neutrals >25, but Vampire Lords >15
Level 5 Archers >10,
Level 5 Neutrals upgraded >10
Level 5 Neutrals non-upgraded >15
Level 6 and 7 Neutrals
Snipers >8, Nomads >30
Players must take a rest if starting heroes are not level one, if there are no roads, and if there is no road to the second city or if it is blocked on Balance.
Map is created with following settings:
2 players, 0 computers, all teams =0, water = none; monster = strong; time limit = 6 min; difficulty = 130%
These rules can be changed if both players agree.
--------------------------------------------------------------
What is still unclear:
Opponents' ASI numbers, as not all of their players have ASIs yet. So there are a couple of days to prepare for the matches.
Rules may be clarified during today and tomorrow.
In general, let's discuss rules, templates, my omissions (maybe I forgot something), etc.