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Posts from LT League vs Heroesworld.ru

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#63
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But surely everyone has MSN!
Black and I agreed that his team would set up an ICQ channel.

P.S. Respect to you for the World Championship in 4-player matches. That's what we should strive for!
In reply to StickyFingaz
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#64
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StickyFingaz
If there's a block at 111, then it's a restart at 113.
I still don't understand. Are there restarts "just because I want to"?
Yes. For example, you can take 1 dwelling of Vipers and 1 dwelling of Hydras.
And can you take 1 dwelling of Hydras and 1 dwelling of Dragons?
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#65
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Still don't understand. Are there restarts "just because I want to"?
There is 1 restart on level 111 "just because I want to".
and another one up to level 113 per block.
Can I have 1 dwell hydra and 1 dwell dragon?
Yes, you can.
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#66
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I have a couple of questions regarding the rules.
The rules regarding Chirks, restarts, rules about staggered guards and red-rush, as well as the rules for SoD, are taken from the "Rules for online games in HoMM3 and formulas for calculating rating" thread.
It would also be good to write down our rules for TE (hit&run, red-rush, Chirks, restrictions on staggered guards, etc.).
It is forbidden to take Diplomacy on level-ups.
And if it is impossible to refuse – all slots are occupied, and earlier a player gave it, should the hero be dismissed? If so, when – immediately after receiving the new level of Diplomacy, before the end of the turn, or within a few turns?
It is forbidden to take Logistics and Mullich as starting heroes, and it is forbidden to use them in final battles. A final battle is considered to be one in which more than 50% of the troops' HP is involved on both sides.
If I have developed my main hero, and Mullich or Kirre still have troops, and during the opponent's turn it turns out that his scout with one harpy reaches my army, can he dismiss all his troops, attack – then, according to the rule, a final battle has taken place – and then I get those troops?
Red-rush is prohibited. On the first day, the red player can only attack if he has not bought the army of the new week.
What about troops that come with new heroes and stashes?
City selection – the blue player chooses first, the red player second. Identical cities are possible.
So, they don't have a Chirk? On SoD, blue chooses any of the 7 cities, on TE – any of the 9, then red takes any of the 7 or 9 cities? And who then chooses the hero first if the cities turned out to be the same?
Neutral level 3 >40, but golems >40.
The level of golems is вроде 3 – is there a mistake here, why highlight them if the restriction is the same?
Map is created with following settings:
2 players, 0 computers, all teams = 0, water = none; monster = strong; time limit = 6 min; difficulty = 130%
Is this for all templates? On 8mm6, it is customary to play with 6 computers.
Players must take a rest if the starting heroes are not of the first level, if there are no roads, and if there is no road to the second city...
So, on sm4d, there is a mandatory rest on one road to the main city? But only on TE (the rule is different on SoD)?

On TE, can you collect anything from under guards using wings, flight, or Dimension Door?

Are Necropolis and Conflux heroes and castles in any way restricted on SoD (other than the fact that these cities cannot be taken as starting ones)?

What do the text files for TE look like in their and our rules (number of troops with heroes at the start, growth rates, etc.)?
In reply to Javdet
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#68
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Javdet
http://www.forum.heroes.by/viewtopic.php?t=529&postdays=0&postorder=asc&start=75

Participants would do well to familiarize themselves with this thread (if they haven't already).
Rom, Petr asked perfectly reasonable questions. The fact that the Baev team has already played a tournament with them doesn't mean anything. Their rules may have changed significantly since then. Therefore, in my opinion, there is no need to confuse things with the regulations from previous years; instead, ask specific questions about the current tournament! I emphasize again: they really love technical details!!!

Yesterday, we practiced with Javdet using their "Balance" template. It's a rather complex template with stronger guards, poorer respawn points, a lack of hiding places (at least, I didn't find any), and a lack of strong artifacts/hives/caches. In short, there's no easy way to win; you can even lose when trying to break through to a neighboring respawn point because the value of the guards is higher than on the starting maps. Therefore, I strongly urge all participants to practice with it and carefully study the templates.
Here is the structural diagram of the "Balance" template:
http://dreamcatcher.metroland.ru/templates/Balance/index.html
Everything I could find about the "Panic" template:
http://heroescommunity.com/viewthread.php3?TID=25276
Я ламер и играть не умею, нах!:smile33:
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#69
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invisible
Rom, Petr asked perfectly reasonable questions. The fact that the Baev team had already played a tournament against them doesn't mean anything.

I posted the link because this is also an experience from an international competition and uses the same templates.
And I didn't even have time to read Pete's post.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#70
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It would also be good to write down our rules for TE (hit&run, red-rush, cherk, restrictions on staggered guards, etc.)
I'll write it soon.
And if it's impossible to refuse - all slots are occupied, and earlier a newbie gave it, should the hero be dismissed? If so, when - immediately after receiving a new level of diplomacy, until the end of the turn, or within a few turns?
If Diplomacy somehow ended up with you, you don't have to dismiss the hero, you just can't add troops.
If I dispersed my main hero, and troops remained with Mullich or Kirr, and during the opponent's turn it turned out that his scout with one harpy reaches my army, can he dismiss all his troops, attack - then, according to the rule, a fight took place - and then what about me?
We talked about this with Black. Now, according to their rules, these heroes simply cannot be leveled up above level 5. I'll write it down in the rules.
What about troops that come with new heroes, and stashes?
You can buy them, but you can't give them to the hero who will fight on the first day. That is, absolutely no new troops, otherwise it will be a red-rush.
That is, they don't have cherk? On SoD, blue chooses any of the 7 cities, on TE - any of the 9, then red takes any of the 7 or 9 cities? And who then chooses the hero first if the cities turned out to be the same?
Yes, they don't have cherk. Blue chooses the hero first, red gets what's left.
The level of golems is 3 - there is no mistake here, why highlight them if the restriction is the same?
just a mistake.
Is this for all templates? On 8mm6, it is customary to play with 6 companies.
yes, we play both times on mm6 with 6 companies.
That is, on sm4d there is a mandatory rest on one road in GO? But only on TE (the rule is different on SoD)?
There is no such rest on 2cm4. There is a rest only on Balance if there is no road to the second town, or if it is blocked. - if there is no road to second town on Balance template or if it's blocked.
On TE, can you collect anything from under guards using wings, flight, or DD?
They have flight banned in all its forms on TE. See settings.
Are Necropolis and Conflux heroes and castles in any way restricted on SoD (other than the fact that these cities cannot be taken as starting cities)?
You can't use Necromancy. You can build up captured Confluxes and Necropolis cities. The main thing is - no double-build =)
In reply to StickyFingaz
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#71
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Are passing through a staggered guard and performing a red rush also prohibited for the 8mm6 template?

"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
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#72
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Are passing through a staggered guard and a red rush also prohibited for the 8mm6 template?
Yes.
P.S. A suggestion for a stupid word limit: at least 10 words. :)
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#73
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I didn't find any rules in the SOD that prohibit upgrading vampires. If that's the case, then it makes sense to switch to a secondary Necropolis if you have one available.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#74
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I didn't find any rules in the SOD that prohibit upgrading vampires. If that's the case, then there's a reason to switch to a secondary Necropolis if you have one available.
Also, based on the template structure, two zones will always drop either a Conflux or a Necropolis. If you add to that the fact that a Necropolis can also drop in the remaining 6 zones, then you can conclude that Necropolises will always be available on Balance with a 95% probability.
Я ламер и играть не умею, нах!:smile33:
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#75
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I would like to clarify the following:
1) Experience, tax rate, and time limit for Team Events.
2) Is it possible to start a Team Event with Haven and Necropolis factions?
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#76
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1) experience, tax, and time limit on the Town Entrance (TE)
see TE.ini
2) can you start with Haven and Necropolis in a Town Entrance (TE)?
yes

Added 14 minutes later
Added the following changes to the rules post:
It is forbidden to use peasant hiding spots. (LT League rules)
It is forbidden to level up Müllich and logistics above level 5. (LT League rules)
Added rules for chirks, rests, etc. in the World rules for TE.
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#77
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Before we start playing, I suggest we discuss this with them: their rules make the game too unbalanced (if you can even call it that). A team playing by its own rules, using its own deck, and also choosing a level 1 hero – that’s outrageous!!
I didn’t notice it right away.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.