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Kyle: this is an old thread!
If you want to take part in an offline tournament, then
1. Read the current tournament rules in the thread:Offline Tournament Rules + FAQ
2. Leave a request in the thread: Who wants to participate in offline tournaments?
I hope to see you among the participants of the offline tournaments.
Good luck.
_______________________________________________________________________
Games are played on HoMM3 Shadow of Death version 3.2
or TE v1.03p depending on the save. (TE can be downloaded in the files section) Version update here:
/topic/at/31226/
1. General Provisions.
1.1.1. Starting saves are sent to players via email
1.1.2. The map and a description of its features are sent along with the starting saves.
1.1.3. The deadline for preparing final saves is specified upon distribution
1.2. Preparation of Final Saves.
1.2.1. Players fight strictly on the provided saves. Restarting the game is forbidden.
1.2.2. The final save is sent to the tournament coordinator's mailbox (natasha@heroes.ru)
1.2.3. A player must make intermediate saves at the end of each turn and keep them for two calendar weeks.
1.3. Restrictions on completing a save.
1.3.1. In a "clean" run, the result of which you submit, it is forbidden to use any CHEAT CODES or map/game bugs.
1.3.2. In the event of a "+5 monsters X" week or a "monster X" month, the player must replay the single turn transition and achieve a neutral result;
1.3.3. If a player digs up the Grail, they are obliged to:
? visit all obelisks by that moment;
? make a save immediately before digging it up;
? send this save along with the final one.
1.3.4. If a player suspects that their opponent played in violation of the rules, they have the right to contact the Tournament Coordinator and demand that the opponent send the walkthrough saves. The player who sent such a request must also send their own daily saves to the coordinator.
1.3.5. Only the coordinator can demand explanations, descriptions of the walkthrough tactics, and the submission of daily saves from a player.
1.3.6. Upon detection of violations – disqualification.
1.4. Cheat Codes.
1.4.1. During scouting and rough runs, the following codes may be useful:
? nwcwhatisthematrix - reveal entire map;
? nwctrinity - 5 archangels in each empty slot for the current hero;
? nwcnebuchadnezzar - infinite turn for the current hero;
? nwcneo - +1 level to the current hero;
? nwctheconstruct - +100,000 gold and 100 of all resources;
? nwczion - build all structures (even Grail or editor-forbidden ones) in all player cities.
In TE 1.03 :
1. On the adventure map for the player:
WOGMINASTIRITH – all buildings in city
WOGEYEOFSAURON – reveals entire map
WOGMORDOR – conversely, hides visibility on the entire map
WOGPALANTIR – opens Grail search map
WOGISENGARD – player receives 100,000 gold and 100 of each resource
WOGDARKLORD – immediate win
WOGONERING – immediate loss
2. On the adventure map for the current hero:
WOGGALADRIEL – 5 archangels in each empty slot
WOGOLIPHAUNT – gives all war machines
WOGGANDALFWHITE – hero gains a level
WOGSHADOWFAX – infinite turn
WOGSARUMAN – all spells and 999 mana
WOGPATHOFTHEDEAD – 50 black knights
WOGBILBO – maximum luck
WOGFELLOWSHIP – maximum morale
3. In battle:
WOGFRODO – immediate win of the battle
Arena Duel Rules.
1. The goal of a game in an arena tournament (duels) is to assemble an army for a battle on the arena. Accordingly, the task of completing the map is to correctly choose the main hero, gather maximum troops, buy or win necessary artifacts, and learn the most important spells for battle. Only the troops of your main hero from the final save are considered!
2. Each participant must independently create 2 mini-maps (arenas) using the editor: first for playing as red, second as blue, based on a standard template.
3. According to the instructions, you must accurately transfer to the arena: your main hero (hero experience is not transferred!) with troops from the final save and the castle in which you would like to defend (our first new feature!). The hero is placed on the same terrain type they are standing on in your final save (our second new feature!)
4. The tournament coordinator creates a joint arena from participants' arenas, but only if the battle result is not obvious. It is then sent to the players.
5. If heroes are identical, one of them is replaced by another hero with the same specialization. If no other such heroes exist, both players are assigned heroes with a neutral (non-combat affecting) specialization.
6. Heroes with Armorer, Resistance, or Archery specializations receive half of the level achieved in the save when placed on the arena (rounded down). Offense and Intelligence specialists receive one third of the levels gained. Other heroes are assigned the level reached during completion.
7. Players who received a joint arena determine their hero's battle tactics and send them to the Tournament Coordinator.
8. The tournament coordinator or judges (seconds) conduct 8 battles: 2 where red attacks blue on the terrain they stand on, 2 where red attacks blue in their castle, and 2+2 similar battles with blue attacking. In this process, the strongest possible moves are made for each side (taking into account the instructions sent by players).
9. By mutual agreement, the arena can be played online, after which both players report the duel score to the Coordinator.
10. A score is determined based on the results of the battles. If the result is 75% to 25% (6 – 2) or more, a winner is identified; if less, the duel is a draw.
11. The established score is used to determine who moves up and who moves down. However, rating is credited according to the outcome of the duels as fixed in point 9.
RATING SYSTEM ON OUR SITE
Instead of a preface.
Horn, Chairman of KS - HeroesLeague Chairman
"I hope that in the future different heroes resources agree on a single rating; thus our Elo rating is designed as its prototype. Largely because of this, I agreed to the classic Elo formula, although I initially proposed another option. Therefore, there should be no changes in the Elo rating that are 'unclear' to an outside observer."
Taking into account the discussion on our forum and since many players will play both here and there, the League's rating calculation system has been taken as a basis.
First difference – we only have ELO. No prize ratings. All speed tournaments and similar ones, i.e., single-round ones, will be calculated as a round-robin tournament (as if everyone plays everyone).
Second difference – separate ratings for offline and online. This will be clearer, and if someone wants to convert our rating to the League's, it is sufficient to add them and divide by 2. So everything is very simple. Clearly, such a manipulation is applicable if the player participates in both. If only in one type of duel – then that figure should be taken immediately.
Third difference – dead souls who do not participate in the game do not receive a rating.
Rating System.
1. Any newly registered player receives two ELO ratings equal to 1000 for each version of the game (Heroes 2, 3 and 4), but only after sending a final save in a tournament for that version of the game, or playing online.
2. The first rating is the player's rating in offline tournaments and duels, the second in online ones.
3. Elo rating E (sporting rating) reflects, provided there are enough matches played, the strength of the player. It is redistributed between players as a result of a (completed) duel (in a tournament or registered duel). No other way to acquire (lose) rating E exists!
Rating Calculation.
4. The winner will increase their rating E by exactly the same amount that the loser loses, meaning the sum of their ratings remains the same. The stake depends on the ratio of participants' ratings - by defeating an opponent higher in the rating, a player will receive more points than they would have lost in case of defeat.
5. Specifically, Player 1's rating changes as follows:
E1_new = E1 + 20*(R1 - F(E1-E2)),
where E1, E1_new are the old (before game) and new Elo ratings of Player 1,
E2 is the rating of their opponent (Player 2),
20 is the "game price", the total number of points at stake.
R1 is the result of the match for Player 1 (1 - win; 0.5 - draw; 0 - loss),
F(E1-E2) is the expected result of the game. For those in the know, F(x) is a normal distribution function with mean 0 and variance 80000.
6. For round-robin tournaments (everyone plays everyone), practically the same formula will be used:
E_new = E + 20*(Ravg - F(E-Eavg)),
where Eavg is the average rating of tournament participants,
Ravg is the player's average result, i.e., the ratio of wins to matches played.
Calculation Example.
The question is, how can I find out how much I will win or lose in a match with Vasya? Very simple! Since the number of points being played for is rounded to an integer, it is sufficient to calculate the difference in ratings (mine and Vasya's) and look at this table:
|E1-E2| ........ Stakes
0-17 .............. 10:10
18-53 ............ 11:9
54-90 ............ 12:8
91-128 .......... 13:7
129-169 ........ 14:6
170-213 ........ 15:5
214-264 ........ 16:4
265-325 ........ 17:3
326-407 ........ 18:2
>407 ............. 19:1
Naturally, the first of the stakes refers to the player with the higher Elo rating. That is, if I (E=1160) lose to Vasya (E=1089, difference 1160-1089=71), he will take 12 points from me, and if I win, I will get 8 points from him.
CLAN RATING SYSTEM
1. CLAN RATINGS ARE CALCULATED SEPARATELY FOR EACH VERSION OF THE GAME (HEROES 2, 3, 4 AND 5).
2. THEY ARE DIVIDED INTO ONLINE RATING AND OFFLINE.
3. A CLAN'S RATING IS CALCULATED AS THE ARITHMETIC MEAN OF THE THREE BEST PLAYERS OF THE CLAN IN THAT VERSION.
Brief comment. The first points are based on the player rating system, and there is nothing new here. Only the third one is new. Why exactly three? One or two are not enough to evaluate a clan; more than 3 in each version of the game might not exist. Why not all? Because then the clan leaders would not be interested in mass representation of the clan in tournaments, and only the three strongest players would play. What to do if, in fact, there are only 2 players? I don't know yet. Either not calculate the clan rating at all, or introduce a reducing coefficient, for example minus 5 or 10%. Not calculating seems better...
4. RATING CALCULATION IN FRIENDLY MATCHES SHOULD BE DONE AS IF SEVERAL INDIVIDUAL DUELS ARE TAKING PLACE.
Example: clan "A" with rating 986 plays clan "B" with rating 991 in an online three-on-three duel.
Ratings of clan "A" players are 1030, 990, 940; clan "B" players are 1015, 1000, 960. Suppose clan "A" won. Then we calculate three duels: 1030 – 1015, 990 – 1000, 940 – 960. Based on their results, it will be 1040 – 1005, 1000 – 990, 950 – 950.
Next, we recalculate clan ratings, taking into account the change in player ratings, considering the three best (who may no longer be these same three players).
Such a calculation scheme allows both player ratings and clan ratings to remain dynamic.
5. THIS RATING SYSTEM IS TEST VERSION.
If you want to take part in an offline tournament, then
1. Read the current tournament rules in the thread:Offline Tournament Rules + FAQ
2. Leave a request in the thread: Who wants to participate in offline tournaments?
I hope to see you among the participants of the offline tournaments.
Good luck.
_______________________________________________________________________
Games are played on HoMM3 Shadow of Death version 3.2
or TE v1.03p depending on the save. (TE can be downloaded in the files section) Version update here:
/topic/at/31226/
1. General Provisions.
1.1.1. Starting saves are sent to players via email
1.1.2. The map and a description of its features are sent along with the starting saves.
1.1.3. The deadline for preparing final saves is specified upon distribution
1.2. Preparation of Final Saves.
1.2.1. Players fight strictly on the provided saves. Restarting the game is forbidden.
1.2.2. The final save is sent to the tournament coordinator's mailbox (natasha@heroes.ru)
1.2.3. A player must make intermediate saves at the end of each turn and keep them for two calendar weeks.
1.3. Restrictions on completing a save.
1.3.1. In a "clean" run, the result of which you submit, it is forbidden to use any CHEAT CODES or map/game bugs.
1.3.2. In the event of a "+5 monsters X" week or a "monster X" month, the player must replay the single turn transition and achieve a neutral result;
1.3.3. If a player digs up the Grail, they are obliged to:
? visit all obelisks by that moment;
? make a save immediately before digging it up;
? send this save along with the final one.
1.3.4. If a player suspects that their opponent played in violation of the rules, they have the right to contact the Tournament Coordinator and demand that the opponent send the walkthrough saves. The player who sent such a request must also send their own daily saves to the coordinator.
1.3.5. Only the coordinator can demand explanations, descriptions of the walkthrough tactics, and the submission of daily saves from a player.
1.3.6. Upon detection of violations – disqualification.
1.4. Cheat Codes.
1.4.1. During scouting and rough runs, the following codes may be useful:
? nwcwhatisthematrix - reveal entire map;
? nwctrinity - 5 archangels in each empty slot for the current hero;
? nwcnebuchadnezzar - infinite turn for the current hero;
? nwcneo - +1 level to the current hero;
? nwctheconstruct - +100,000 gold and 100 of all resources;
? nwczion - build all structures (even Grail or editor-forbidden ones) in all player cities.
In TE 1.03 :
1. On the adventure map for the player:
WOGMINASTIRITH – all buildings in city
WOGEYEOFSAURON – reveals entire map
WOGMORDOR – conversely, hides visibility on the entire map
WOGPALANTIR – opens Grail search map
WOGISENGARD – player receives 100,000 gold and 100 of each resource
WOGDARKLORD – immediate win
WOGONERING – immediate loss
2. On the adventure map for the current hero:
WOGGALADRIEL – 5 archangels in each empty slot
WOGOLIPHAUNT – gives all war machines
WOGGANDALFWHITE – hero gains a level
WOGSHADOWFAX – infinite turn
WOGSARUMAN – all spells and 999 mana
WOGPATHOFTHEDEAD – 50 black knights
WOGBILBO – maximum luck
WOGFELLOWSHIP – maximum morale
3. In battle:
WOGFRODO – immediate win of the battle
Arena Duel Rules.
1. The goal of a game in an arena tournament (duels) is to assemble an army for a battle on the arena. Accordingly, the task of completing the map is to correctly choose the main hero, gather maximum troops, buy or win necessary artifacts, and learn the most important spells for battle. Only the troops of your main hero from the final save are considered!
2. Each participant must independently create 2 mini-maps (arenas) using the editor: first for playing as red, second as blue, based on a standard template.
3. According to the instructions, you must accurately transfer to the arena: your main hero (hero experience is not transferred!) with troops from the final save and the castle in which you would like to defend (our first new feature!). The hero is placed on the same terrain type they are standing on in your final save (our second new feature!)
4. The tournament coordinator creates a joint arena from participants' arenas, but only if the battle result is not obvious. It is then sent to the players.
5. If heroes are identical, one of them is replaced by another hero with the same specialization. If no other such heroes exist, both players are assigned heroes with a neutral (non-combat affecting) specialization.
6. Heroes with Armorer, Resistance, or Archery specializations receive half of the level achieved in the save when placed on the arena (rounded down). Offense and Intelligence specialists receive one third of the levels gained. Other heroes are assigned the level reached during completion.
7. Players who received a joint arena determine their hero's battle tactics and send them to the Tournament Coordinator.
8. The tournament coordinator or judges (seconds) conduct 8 battles: 2 where red attacks blue on the terrain they stand on, 2 where red attacks blue in their castle, and 2+2 similar battles with blue attacking. In this process, the strongest possible moves are made for each side (taking into account the instructions sent by players).
9. By mutual agreement, the arena can be played online, after which both players report the duel score to the Coordinator.
10. A score is determined based on the results of the battles. If the result is 75% to 25% (6 – 2) or more, a winner is identified; if less, the duel is a draw.
11. The established score is used to determine who moves up and who moves down. However, rating is credited according to the outcome of the duels as fixed in point 9.
RATING SYSTEM ON OUR SITE
Instead of a preface.
Horn, Chairman of KS - HeroesLeague Chairman
"I hope that in the future different heroes resources agree on a single rating; thus our Elo rating is designed as its prototype. Largely because of this, I agreed to the classic Elo formula, although I initially proposed another option. Therefore, there should be no changes in the Elo rating that are 'unclear' to an outside observer."
Taking into account the discussion on our forum and since many players will play both here and there, the League's rating calculation system has been taken as a basis.
First difference – we only have ELO. No prize ratings. All speed tournaments and similar ones, i.e., single-round ones, will be calculated as a round-robin tournament (as if everyone plays everyone).
Second difference – separate ratings for offline and online. This will be clearer, and if someone wants to convert our rating to the League's, it is sufficient to add them and divide by 2. So everything is very simple. Clearly, such a manipulation is applicable if the player participates in both. If only in one type of duel – then that figure should be taken immediately.
Third difference – dead souls who do not participate in the game do not receive a rating.
Rating System.
1. Any newly registered player receives two ELO ratings equal to 1000 for each version of the game (Heroes 2, 3 and 4), but only after sending a final save in a tournament for that version of the game, or playing online.
2. The first rating is the player's rating in offline tournaments and duels, the second in online ones.
3. Elo rating E (sporting rating) reflects, provided there are enough matches played, the strength of the player. It is redistributed between players as a result of a (completed) duel (in a tournament or registered duel). No other way to acquire (lose) rating E exists!
Rating Calculation.
4. The winner will increase their rating E by exactly the same amount that the loser loses, meaning the sum of their ratings remains the same. The stake depends on the ratio of participants' ratings - by defeating an opponent higher in the rating, a player will receive more points than they would have lost in case of defeat.
5. Specifically, Player 1's rating changes as follows:
E1_new = E1 + 20*(R1 - F(E1-E2)),
where E1, E1_new are the old (before game) and new Elo ratings of Player 1,
E2 is the rating of their opponent (Player 2),
20 is the "game price", the total number of points at stake.
R1 is the result of the match for Player 1 (1 - win; 0.5 - draw; 0 - loss),
F(E1-E2) is the expected result of the game. For those in the know, F(x) is a normal distribution function with mean 0 and variance 80000.
6. For round-robin tournaments (everyone plays everyone), practically the same formula will be used:
E_new = E + 20*(Ravg - F(E-Eavg)),
where Eavg is the average rating of tournament participants,
Ravg is the player's average result, i.e., the ratio of wins to matches played.
Calculation Example.
The question is, how can I find out how much I will win or lose in a match with Vasya? Very simple! Since the number of points being played for is rounded to an integer, it is sufficient to calculate the difference in ratings (mine and Vasya's) and look at this table:
|E1-E2| ........ Stakes
0-17 .............. 10:10
18-53 ............ 11:9
54-90 ............ 12:8
91-128 .......... 13:7
129-169 ........ 14:6
170-213 ........ 15:5
214-264 ........ 16:4
265-325 ........ 17:3
326-407 ........ 18:2
>407 ............. 19:1
Naturally, the first of the stakes refers to the player with the higher Elo rating. That is, if I (E=1160) lose to Vasya (E=1089, difference 1160-1089=71), he will take 12 points from me, and if I win, I will get 8 points from him.
CLAN RATING SYSTEM
1. CLAN RATINGS ARE CALCULATED SEPARATELY FOR EACH VERSION OF THE GAME (HEROES 2, 3, 4 AND 5).
2. THEY ARE DIVIDED INTO ONLINE RATING AND OFFLINE.
3. A CLAN'S RATING IS CALCULATED AS THE ARITHMETIC MEAN OF THE THREE BEST PLAYERS OF THE CLAN IN THAT VERSION.
Brief comment. The first points are based on the player rating system, and there is nothing new here. Only the third one is new. Why exactly three? One or two are not enough to evaluate a clan; more than 3 in each version of the game might not exist. Why not all? Because then the clan leaders would not be interested in mass representation of the clan in tournaments, and only the three strongest players would play. What to do if, in fact, there are only 2 players? I don't know yet. Either not calculate the clan rating at all, or introduce a reducing coefficient, for example minus 5 or 10%. Not calculating seems better...
4. RATING CALCULATION IN FRIENDLY MATCHES SHOULD BE DONE AS IF SEVERAL INDIVIDUAL DUELS ARE TAKING PLACE.
Example: clan "A" with rating 986 plays clan "B" with rating 991 in an online three-on-three duel.
Ratings of clan "A" players are 1030, 990, 940; clan "B" players are 1015, 1000, 960. Suppose clan "A" won. Then we calculate three duels: 1030 – 1015, 990 – 1000, 940 – 960. Based on their results, it will be 1040 – 1005, 1000 – 990, 950 – 950.
Next, we recalculate clan ratings, taking into account the change in player ratings, considering the three best (who may no longer be these same three players).
Such a calculation scheme allows both player ratings and clan ratings to remain dynamic.
5. THIS RATING SYSTEM IS TEST VERSION.