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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

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In reply to Lider1
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16 years ago
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Lider1
As an option for Inferno and Tower, allow players to choose a hero at the start.

But in general, I think the problem lies not in the starting heroes, but in the repetitive use of the same template, by the name of 2sm4d(3)! IMHO.

Finally, this has been said out loud) by one of the followers of this template)
Respect!
In reply to Yakudza
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16 years ago
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the problem isn't with the starting heroes, but with the repetitive use of the same template.
In reply to Wicc
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16 years ago
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Wicc
So why don't you play them as a Barbarian? :)

That's the thing, I do :p

Now it's not just about the miner anymore, but everything else...
For those who don't like the cheater miner, there is always the Necromancer :)
And one shouldn't touch SoD with its randomness.
:smile42:
In reply to misantrop
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16 years ago
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misantrop
Why impose a ban on portal in Dungeon...
Why dismiss Troglodytes...
You misquoted; I did not write about banning portals or dismissing monsters — that is a step toward TE.
The rules are not changing, as they only specify the method for determining the starting town and color.
Moreover, there is clause 1.3
1.3 ....
...Any changes to the rules are allowed by mutual agreement of the players,....
The only stipulation in the rules regarding the starting hero is this:
5.16. In the Conflux town, upgrading level 1, 6, 7 monsters is prohibited. When playing as Conflux, the starting hero is chosen randomly during map generation.
P.S. Let me remind you that, unlike tournaments, the season games are played by mutual consent, and if you insist on choosing the starting hero — then write so in the game offer: "with starting hero selection"
In reply to Dirty_Player
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16 years ago
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Dirty_Player
Pasha, at least let me see your report for Inferno, and then we can discuss the cons and Pandoras, as well as the starting setup :D


Kostya, you won't believe it, but I used to like Inferno, I played it and won, I remember playing against Misha-Scorpio when he played as Gurney. You can dig around and find it in Reports 1 or 2.

That's why I'm talking about the content of Respas (Money, Stashes, Cons, etc.), which is on average lower for Inferno than for other Castles.
In reply to Yakudza
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16 years ago
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I found this funny thing – we smile and wave :D, and remember that playing the game for more than 12 hours in a row can lead to these consequences.
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In reply to Yakudza
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16 years ago
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I also try not to pick Valeska for the Castle faction. I'm ready to be in the 2% who don't.
In reply to Yakudza
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16 years ago
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We prohibit choosing Gosh and Shakhter as starting heroes; we leave the portal and converter as they are – resulting in two perfectly healthy castles, strong but without any excesses.
Regarding the other issues, I agree with loi – this is SOD, and we love it for its randomness.

I agree with Alex_R that a random start will add variety to the game. There will always be opponents (for example, I wouldn't refuse), but I don't understand what this has to do with the rules...
In reply to numOne
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16 years ago
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Dear Heroes fans, starting on December 10, 2009, the following changes will be made to the rules of our Resource:

1) Instead of:
5.12. It is forbidden to enter neighboring territories without defeating the guard standing at the passage (i.e., if it has been moved). If two or three guards are scattered along the road, any one can be defeated.
If there is no guard at the passage, including if it has been moved, it is allowed to freely move from one starting location to another.

Change to:
5.12. It is forbidden to enter neighboring territories without defeating the guard standing at one of the passages (i.e., if it has been moved). If there are several guards at the starting location, any one can be defeated. After defeating one of the guards at the starting location, it is possible to enter the territory of the starting location through any of the available passages. If there is no guard at the passage, including if it has been moved, it is allowed to freely move from one starting location to another on that passage.

2) Instead of:
5.17. It is forbidden to build a Necromancy Amplifier in the Necropolis castle.

Change to:
5.17. It is forbidden to build a Necromancy Amplifier in the Necropolis castle, as well as to start with Galthar.

3) Instead of:
Each player has the right to take a restart twice: on the first day of the game and within three days, i.e., to start a new game with a map regeneration.
Mandatory restarts:
- if the starting hero is above level one;
- if the player has more than one castle at the start;
- if a fort has not been built in the starting castle;
- restart due to encounter up to and including 116, i.e., if players come into direct contact with each other with any of their heroes within the first six game days (in other words, any battle takes place between them), then one of them has the right to demand a restart. If both players agree to continue, then it is their right.

Change to:
Each player has the right to take a restart twice: on the first day of the game and within two days, i.e., to start a new game with a map regeneration.
Mandatory restarts:
- if the starting hero is above level one;
- if the player has more than one castle at the start;
- if a fort has not been built in the starting castle;
- restart due to encounter up to and including 116, i.e., if players come into direct contact with each other with any of their heroes within the first six game days (in other words, any battle takes place between them), then one of them has the right to demand a restart. If both players agree to continue, then it is their right.

New items:
4) 5.19. It is forbidden to buy monsters of level 6-7 that have appeared during Monster Week.

5) 5.20. It is forbidden to sell Artifacts or Scrolls on the Artifact Market (Tower, Conflux, Dungeon) at prices that do not correspond to their actual price.
In reply to Yakudza
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16 years ago
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I agree with everything except for the "Monster Week" – in my opinion, it's an unnecessary limitation.
In reply to Yakudza
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16 years ago
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I disagree that it should be possible to bypass guards from any passage and then proceed to the resource node through another passage without defeating the guards of that passage (or I misunderstood this change). Furthermore, if someone really wants to play as the Dungeon faction, they can agree with their opponent on a starting hero (it's unclear why this should be restricted for everyone; defeating Gosh is expensive, which makes the victory all the sweeter). I agree with reducing the respawn time to 112. As for the monsters, I can't recall any instances of this happening during my entire gaming experience (apparently, I don't have enough experience :D). I only learned about the artifacts today :eek:.
In reply to Van
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16 years ago
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Van
I disagree that you can break through the guard from any passage, and go through another passage to the respawn without breaking through the guard of that passage.

Ivan, I considered it fairer this way, since the Hero player earned the Right to go to the respawn by breaking through the guard, regardless of where they broke through it; the main thing is that they broke through it for that respawn.

But if many Hero players are against this innovation, we will keep the previous rules.
In reply to Yakudza
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16 years ago
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I think everything is correct, and I agree with the "Monster Week" idea, although I'm still in favor of limiting it to level 7! I remember a game where my opponent had +5 Hydras by the second week, and that was it! He grabbed the Hydras and attacked me! I was initially upset, but then I remembered that it was allowed by the portal rule! That's how it was! Best regards...
In reply to Дубровин Павел
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16 years ago
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Pavel Dubrovin
Ivan, I figured it would be fairer this way, since the Hero player earned the Right to pass through to the respawn by breaking the guard, regardless of where they broke it; the main thing is that they broke it on that respawn.

But if many Hero players are against this innovation, then we will leave the previous rules.
I disagree because the tactical element is lost; not only are the guards different — dwarves/snipers/green snakes (for example) — but also the respawn that was drawn out; this way, I can tell by the guard that the opponent isn't nearby (a kind of beacon), but now I have to guess — maybe he broke through the passage at the other end of the map and can slip in with any scout hero :eek: — it feels a bit half-baked.

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