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Question for the tech support team. In my TE-lite game during a city tournament, there were two instances of desynchronization during combat. I was attacking Pyrrhus in a castle, and when she attacked with towers, we saw different damage values. For example, on my screen, 3 units were destroyed, while on my opponent's screen, it showed only one. In the combat statistics, the damage dealt by the towers was not displayed at all. Consequently, when a unit died, the game would freeze because my turn was displayed as my opponent's turn, and Pyrrhus's turn was displayed as the turn of my dead unit.
What is the cause, and is this a bug in SOD, TE-lite, TE in general, or simply different versions? The save file is here. If you load it in multiplayer mode, the damage from the towers will be displayed differently for each player when attacking the castle.
P.S.: And personally, I see no point in playing on 200% on random. Someone will have a couple of treasure chests for a hero right next to them, while someone else will have nothing at all, and if the army is given as 16 Gnolls, you'll only be skipping turns. Although maybe I don't understand something. :confused:
1) There is a point in variety... of course the balance changes a bit, for example Tower becomes very dependent on (finding 5 of each resource) and for Dungeon, finding 1 of each resource in the first 1-4 days. Necro/Rampart can get stuck on 10 Sulfur/10 Crystals respectively for Liches/Pegasi. Conflux, Inferno are almost unchanged, except that with weekly building Conflux without birds is less imbalanced. But Castle, Barb, and Swamp are slightly strengthened, especially if you take Stone+Lumber as a bonus (the bonus is unrivaled). But overall, the first-week building changes for all castles. Probably except for Barb, no one will be able to build a 7th-level unit in the first week. 2) Starting survivability... firstly, the role of mages increases, especially with shooters at the start secondly, monster-specialist heroes rule even more, for example for Swamp, Wystan and Bron will be more preferable than Tazar as a starting hero or even as a 2nd hero in the tavern. For Tower, by the way, it's probably better to take Anya rather than Neela. Ivor and Shakti, Valca are still strong, but buying all the Elves right away or upgrading Troglodytes will probably not be possible, nor Crossbowmen, and therefore less imbalance. Necro, of course, will wait for Galthran — but Clavius and Nagash will do from the start. For Conflux, probably Ciele is the one to be most happy about from the start, she can clear crypts (except max) with the starting army. And for the lack of a starting treasure chest and restarts will do, the only thing I think is missing on 200% is strengthening Tower, for example a Gremlin-specialist hero (like in 5, Hafiz comes with a hundred Gremlins with a cannon and a cart :) )
...and the role of heroes with ballista skills also increases. Thus, Gurnisson and Pyrrus, already popular, become even more relevant, and the importance of Christian and even Gervulf increases. Some try using Torosara for the tower – a very interesting option (the drawback is the lack of a ballistics skill despite having that specialization).
A question for the tech guys. In my TE-lite game in the city tournament, there were two instances of desynchronization during combat. I was attacking Pirru in her Castle, and when she attacked with Towers, we saw different damage values. For example, I lost 3 units, while my opponent saw only one. In the combat statistics, the damage dealt by the Towers wasn't displayed at all. Accordingly, when a unit died, the game would freeze because my turn was displayed as my opponent's turn, and Pirru's turn was displayed as the turn of my dead unit.
What is the cause, and is this a bug in SoD, TE-lite, TE in general, or just different versions? The save file is here. If you load it in multiplayer mode, when attacking the Castle, the damage from the Towers is displayed differently for each player.
This is combat desynchronization. It usually happens when Towers are firing, as well as when splash damage (Magi, Liches) is dealt to combat machines.
This is an old bug; in TE, people tried to fix it, but it seems they didn't succeed.
Added 9 minutes later As far as I remember from the reports and comments on the Chaos League reports, the starting heroes were assigned as follows:
125. news comes about a leak in the Griffin Conservatory, well, the Griffin Conservatory is a luxury, as I understood, for this template
played on balance 1 time and by 124 had 14 feathered ones :) there were 5 Griffin Conservatory value ones, their value is small, so they are not rare unlike Dragon Fly Hives
"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
I played on balance 1 time and by 124 I had 14 birds :) there were 5 conflux-value, they have a small one, so they are not rare unlike Dragon Fly Hives
Judging by player feedback, the balance on this template is just a name :D
About Berserk – if you cast it in the previous round, it will also be in effect in the next round... Maybe some people don't know. (I wanted to write something smart, but my drunken brain won't let me. Besides, a very good Heroes player didn't know this recently, and this topic was about Berserk anyway.)
And another question: why don't fans of Heroes 3 want to play Heroes 2? Isn't it nostalgic, and wouldn't it be interesting?
What I meant about Berserk is this: let's say the opponent has already moved all their units, and on your turn, you cast Berserk on a part of the opponent's army, even though that unit won't be able to move in this round (it has already moved). In this case, Berserk won't disappear in the next round, and the berserked units in the previous round will attack each other... (Maybe many people already know this, or they'll say it's obvious, but, as I said, a very strong and experienced player from Baia didn't know this, so I'm writing it here, because it can be very helpful in, for example, the Tournament Code.)
Added 11 hours 58 minutes ago Wicc
This is a battle desynchronization. It usually happens when towers shoot, as well as when splash damage (magi, liches) is dealt to combat vehicles.
This is an old bug; people tried to fix it in TE, but it seems they didn't succeed.
Added 9 minutes ago
As far as I remember from the reports and comments on the Chaos League reports, the starting heroes had the following assignments:
Castle - Katya (less often Valya)
Rampart - Kirill
Tower - Anya
Inferno - Pir
Necropolis - Gosha
Dungeon - Shakhter
Stronghold - Gurney (less often Dessa)
Swamp - Bron
Fortress - Grinya
But they didn't start with all resources; they had 2500 gold to buy a second hero.
And the rating of the strength of the factions was as follows (for XL+U templates):
Fortress (banned)
Necropolis (everyone wanted to ban it because it had no restrictions)
Dungeon-Rampart
Swamp-Castle
Tower
Barbarian-Inferno
Then there was a Necropolis patch, and after that, Necropolis was allowed to be played; it ended up somewhere in the middle of the ranking.
Wicc-Wicc, what are you doing, you scoundrel?? :)
Ah, you're bringing back so many nostalgic memories, when we used to play Heroes for days on end at LochNess's house (Peter, the oldest (in the literal sense - in terms of age, and in the figurative sense - in terms of the length of time he played Heroes), where his place was like a free training ground for champions (computers were still rare at the time, and computer clubs were expensive). And there, Antal, Cobra, LordDim, Matrosov, Tencha, Alex the Great, and many other Heroes players, no less skilled, played, but for some reason, they don't play anymore. And you could sit there for days, even if someone was already playing, and just watch, drink... In general, the days were great! By the way, LochNess deliberately didn't play and doesn't play online, simply because he preferred that live atmosphere.
And in the Chaos rules, they also gave 5 gold and 5 wood, in addition to the 2500. The leaders (in terms of strength) were Dungeon (first place), then Rampart, and so on. LochNess only played Castle.
Wicc, listen, do you remember when you wanted to play and comment on every move and the logic behind it on Volde? Maybe we can do that? You write, and I write, and then we'll post it.
I have a question about the walkthrough for the Balance map. I didn't understand anything when I emerged from underground; I couldn't figure out where each zone was: Necropolis on lava, Conflux on mud :eek:! Here's a screenshot of the map; the main question is: do I need to defeat the Magma Elementals or the Earth Elementals to fully capture the Conflux?
P.S. I'll say right away that I didn't mess around in the game itself; I didn't cheat :D.
The app isn't even working... And in general, the template is very questionable and poorly composed... Too many open areas for maneuvering, and it takes too much time to reach the opponent... For example, it took me 3 weeks to open my secondary rest.... No treasury, few money-making buildings, not to mention Dragon Utopia.... As far as I'm concerned, nothing is better than sm-ka, everything is thought out properly (although it sometimes generates a total mess)!!
The app isn't working... And in general, the template is very debatable and poorly composed... Too many open areas for maneuvering and it takes too much time to reach the opponent... For example, I spent 3 weeks opening my secondary rest.... No treasury, few monetary buildings, not even mentioning Dragon Utopia.... As far as I'm concerned, there is nothing better than sm-ka, everything is thought out as it should be (although it sometimes generates a total mess)!!
That is because this template is played L without undergrounds - then it has a very playable structure. The fact that there are no Dragon Utopia is neither good nor bad, the template was simply designed that way, after all, it's not called that for nothing:)
There are two treasure chests! No ruins! It would be great if there weren't any conservatories either...
Completely removing canned goods isn't ideal. But if you could increase their value so that there are only 1-2 per map and no more, that would be really good. Because when you get 5-6 and your opponent gets none (or vice versa), it's not really a game anymore.
"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
After a recent match :mad:, I'd like to suggest adding the following to the rules:
It should be prohibited to purchase components for Assembled Relics on the Artifact Markets (both external and internal).
You could limit it to a few Relics, for example, the Sniper Bow, because the Generator itself does provide components, sometimes well-protected, sometimes not so much, but on the Markets, they just give them away for free...
It is forbidden to purchase components for Assembled Relics on the Artifact Markets (external and internal).
No, no, that's not necessary! I read your reports - this was the only chance to counter Tazu, level 23, and he used it skillfully! And in general, Tazar in the 3rd month is a better item than any assembled artifact, so don't do that;)
P.S. By the way, what's the situation with the Balance runs - can anyone answer properly?
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
You, Pasha, would be better off focusing on defeating strong opponents early on, rather than suggesting these questionable adjustments.
P.S. By the way, Orrin, he is essentially the only dangerous opponent for Tazar (not counting, of course, the Armormasters) at high levels and without magic. Crag, around level 27, is comparable to him in strength (but since the troops have different levels, he will generally be weaker due to the reduced impact of offense when there is a difference between defense and attack).
P.P.S. The maximum advantage of an Offenser over an Armormaster is at levels 11-12.