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Posts from Club championship of the CIS countries (final).

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#1
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Attention – the tournament dates have been updated: May 7-10, Kyiv.
(I conducted a poll about postponing the dates – everyone confirmed, except for those who didn't respond: Stinger, Pit, and Leha).

The tournament will be held at the "Matrix" club – Kyiv, Shota Rustaveli St. 8 (entrance to the basement), phone: 8044-2359462. It has a convenient location, with 2 metro stations and many bus routes nearby, in the very center of Kyiv (use maps.yandex.ru to find it).
The tournament starts at 10:00 AM.

Game version: TE Light, or by mutual agreement, TE 1.03q, SoD 3.2, or WoT, turn time: 6 minutes (SoD) or 4000+400 (for TE), can be changed by mutual agreement.

We will play on 5 maps: 2sm4d(3), 8mm6a, Jebus Cross, 6LM10a, 8XM12a
The map is chosen by drawing lots. The blue player starts the drawing.
Then, the blue player draws lots to choose the faction.

Pairings are determined by drawing lots – the judge draws slips of paper with the players' names. The first player is red, the second is blue.

Read the rules carefully!!!

In case of disputes – the decision is made by voting among all finalists. In case of a tie, the tournament judge decides.

Schedule
May 7 – each player must play at least one game on this day. In the evening – a cultural program.
May 8 – each player must play at least one and a half games on this day.
May 9 – each player must play at least one and a half games on this day. A cultural program is planned after lunch.
May 10 – each player must play at least one game on this day.
The club is open 24 hours a day.
Total of 5 rounds.
System – Swiss system.
The number of finalists is expected to be no more than 26 players.

Unfinished games – players can skip the cultural program on May 9 and finish the games on their own at the club. If a game is not finished on time, the game is stopped, and each finalist receives a save file to determine the outcome. Each finalist independently! reports their opinion on the result to the judge.

P.S. The first post will contain the latest and most up-to-date information about the tournament.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
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#2
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Tournament Rules.

The rules are based on the HeroesWorld (HW) rules with some simplifications. Differences and other important points are highlighted in bold text. Text in italics is quoted from the HW rules (those familiar with them can skip reading it).

0) Players may agree to change the rules, provided such changes do not lead to a planned increase in game time. All changes must be communicated to the organizers.

1) Tournament format - Swiss system, 5 rounds.

In case of a tie in points, the sum of opponents' scores will be compared. If still tied, the sum of defeated opponents' scores. If still tied, the result of the personal meeting. If there was no personal meeting or it was a draw, an additional game on TC3 will be played.

2) Game version - TE-Light. By mutual agreement - TE-Full or WT, in which case the rules are agreed upon by the players themselves. We do not play on Shadow of Death due to point 0.

Settings for Light. Checkboxes enabled:
- Savage monsters (monsters do not join, not even with diplomacy)
- Chess-like Time Control
- Disable some town building (amplifier and Flax upgrades for 1-6-7 are disabled)
- Restricted Dimension Door (1 DD in any case)
- One to Many Way Monolith (one-way monoliths act as multi-way monoliths)
- Troop Stacks gain Experience, AI Stack Experience Difficulty = None (neutrals do not gain experience)
- Bans on sea artifacts and spells, and necro assembly.

Corresponding points of the HW rules are omitted as they cannot be violated.

All other checkboxes are disabled.

Checkboxes for building the 2nd level and choosing neutral town types (for SM maps) are recommended but not mandatory, set by agreement between players.

3) Templates - 2sm4d(3), Jebus, 8mm6a, 8xm12a, 6lm10a.

The template for the game is determined by a 1-1-1-1 ban-pick process. Who starts the ban-pick in the first round is determined by a coin toss. In subsequent rounds, the player who has started the ban-pick fewer times (in this tournament) starts the ban-pick. If equal, a coin toss again.

By mutual agreement, other templates can be played.

4) Faction selection - standard ban-pick from 9 towns. The player who started the template ban-pick chooses the town, and their opponent chooses the color.

When starting as Flax or Necropolis, the starting hero is random.

By mutual agreement, towns and colors can be determined by a randomizer with negotiation.

5) Size settings for templates - standard: L+U for 2sm4d(3), XL-U for Jebus, XL+U for 8mm6a, 8xm12a, 6lm10a.

6) Road speed - Fast for Jebus, Medium for the others. Cannot be changed.

7) Time control - Chess clocks 4000+400. Can only be reduced.

8) Restarts - 111+113. For Jebus - 111+111.

There is also a restart due to a block. Attention HW players (!) - a restart due to a block is only taken if the other restarts have been exhausted. This is to avoid time delays and disputes over whether it's a block or not.

Mandatory restarts for hero level and various generation bugs.

For 2sm4d(3), mandatory restart if the only road leads to a guard obstacle (ГО).

For Jebus, mandatory restart if the only road leads to a guard obstacle (ГО) or if there is no road to a guard obstacle (ГО).

A preview of the generated map will be conducted to check for blocks, generation bugs, and restarts due to meeting. If despite a positive verdict from the preview a meeting does occur, the game continues.

9) Restrictions on heroes are standard for HW rules:

All heroes specialized in 4th level magic, as well as Tante (Animate Dead), may use their signature spells against an opponent in the following cases:
a) if the corresponding level of the Mage Guild (MG) has been built in any of the controlled towns. If the required MG level is not present in those towns, then it is necessary to fully build all levels of the MG in any two towns you own. Or capture an opponent's town that already has the required MG built (regardless of how long the captured town remains under your control). Visiting this town with a hero is not mandatory;
b) find and visit the "Shrine of Magic Thought" containing the Animate Dead spell with any hero;
c) if any of your heroes receives the corresponding spell from a Pandora's Box, pyramid, after visiting a scholar, or in a spell book (even if that hero does not have sufficient Wisdom skill to learn the spell).
Against neutral monsters, as well as against the computer (if present on the map), 4th level magic specialists and Tante may use their signature spells without the above restrictions.

4th level spells and Animate Dead may be transferred from their specialists to other heroes, but the heroes who learn them can only use them after fulfilling sub-clauses a, b, or c of the point.

That is, neither against neutral monsters, nor against the computer, nor against the opponent can transferred spells be used without fulfilling the above conditions.

Irez and Vidomina are forbidden from raising their Sorcery skill to Expert level. Otherwise, this hero must be dismissed within four days of achieving Expert Sorcery (example: on day 124 Vidomina raised Sorcery to Expert level, therefore, no later than day 127 she must be dismissed).


In Light, Sir Mullich is banned by scripts; you cannot hire him.

Reminder about Light mechanics - Sir Mullich located in a prison cannot be extracted - clicking will offer to attack, but after victory the prison will not disappear. His presence in the prison can be detected either by right-clicking on the prison or by the fact that the prison appears as a white dot on the minimap.


10) It is forbidden to use scrolls of 4th and 5th level magic spells without building the corresponding level of the Mage Guild (MG) in any of your towns. If the starting town does not have the required MG level, you must act according to point 9a.

11) Red rush is forbidden on 2sm4d(3) and Jebus, allowed on other templates. The wording for red rush is almost the same as in the HW rules:

A player playing the red color has no right to attack on the first day of the week with troops purchased that same day:

a) the blue player's town (even if the town is unguarded).
b) the blue player's heroes or guarded mines.


That is, attacking is generally not allowed, not even against weak neutrals.

Troops that come with purchased heroes, as well as troops from caches, Pandora's Boxes, summoning portals, etc., may be used without restrictions (including upgrading them).

The concept of red rush does not apply if both heroes end up in a portal or underground gate upon attacking (i.e., on opposite sides of the portal).


The last point apparently refers to the case where the exit of the portal or gate is not visible to the attacker. I will interpret it this way.

12) Hit-and-run is also forbidden.

Hit-and-run refers to using direct damage spells(!) and fleeing/buying off in the first round by the attacking player. This restriction does not apply to the defending side. In case of resistance, the spell is considered to have been cast.

Attention HW players - using non-combat magic is not considered hit-and-run. This is to avoid disputes about whether it affected the outcome or not.

13) On 2sm4d(3), it is forbidden to enter adjacent territories without defeating the guard blocking the passage (i.e., if it has been moved aside). If two or three guards are scattered along the road, any one can be defeated.

If there is no guard on the passage, including one that has been moved aside, it is allowed to freely move between respawns.


On Jebus, entering the central zone from your own zone, either on foot or using DD, Fly, or Wings, is only allowed if a guard obstacle (ГО) has been cleared to it. If there are several passages from a zone to the center, it is sufficient to kill the guard obstacle (ГО) on one of them; after that, all passages between that zone and the center can be used.

Moving between corner zones is only allowed if a guard obstacle (ГО) has been cleared from the center to both of them.


On 8mm6a, 8xm12a, and 6lm10a, it is allowed to run through adjacent zones past a moved guard.

14) It is forbidden to take artifacts, Pandora's Boxes, and prisons past a moved guard. Everything else can be taken and visited.

Using DD, Fly, and Wings does not grant the right to take the aforementioned objects without defeating the guard (Battlesite players, take note)


15) On templates with one-way portals (8mm6a, 8xm12a, 6lm10a), it is forbidden to end the turn inside the entrance of a one-way portal. It is allowed in the exits. If your movement points run out inside a teleporter, you should use the spacebar to jump between the teleporter's branches and end the turn in an exit.

This is so that an opponent or neutrals can attack you in the teleporter - when teleporting to the entrance, the script checks for the presence of foreign heroes there and does not teleport if someone is there, a plug effect. Teleportation to the exit happens in the standard way, and the hero can be attacked there.

16) The Grail can be dug up after 5 weeks of game time.

17) If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker has 100 dwarves left in the battle, and the defending hero has 1 fly. And 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or buy off). If someone is wearing "Shackles of War", you must load the last save, repeat all moves exactly as they were made before this battle, dismiss the troops that were killed during this battle. Then the player(s) wearing the shackles must remove them, the attacker must attack and flee/buy off.

If a disconnect occurs during the game, the player who was taking their turn finishes their turn and saves the game. Then load from this save and continue. Or load the autosave of the player who was inactive at that moment. If the connection was lost during a battle, then after loading, all moves of the battle are repeated as closely as possible to those made before the disconnect.


18) In case of a prolonged game, one of the following decisions may be made:

a) Awarding a result.

b) Setting a final deadline (date and location determined by the situation).

c) Scheduling the next round's game in parallel. That is, the previous round's game is finished on one computer, while the next round's game begins on another.

19) If there is no time for a full game, a game on TC3 may be scheduled instead. Rules as per the TC3 League - /topic/6096/
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#3
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I will personally greet those who come to visit our capital...
There will be many people, but I will try to greet everyone!!!

My contacts:
Mobile: +38 0635686999; ICQ: 411719767

Suggestions and comments are welcome, with respect, SEM_56!!!
Ушел с героев, пока пряники)
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#4
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Schedule
May 7th – each player must play at least one game on this day. In the evening – a cultural program.
May 8th – each player must play at least one and a half games on this day.
May 9th – each player must play at least one and a half games on this day. A cultural program is planned after lunch.
May 10th – each player must play at least one game on this day.
The club is open 24 hours a day.
Total of 5 rounds.
System – Swiss system.
The number of finalists is expected to be no more than 26 players.
It’s an unreal schedule, and there’s also a cultural program :D, it’s comfortable (meaning you can actually play one game a day, and if you have a drink or two, it’s even better...).
In reply to Van
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#5
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Van
The schedule is just unreal, and there's also a cultural program :D. It's comfortable (meaning you can actually play one game a day, and if you're having a few drinks, it's even better...).


The schedule is very simple. I would actually set it to 6 rounds.
5 rounds in 4 days is a good break. Some people in Kyiv played 4 games in 2 days. But Sanya decided to include more cultural activities. So, in that context, everything will be great. 5 rounds + some rest.
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
In reply to Forrest
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#6
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The schedule is generally manageable, but some matches may take longer than expected. Therefore, you should be mentally prepared for the fact that some matches will be played concurrently. That is, a match of the next round begins, while the previous one is being completed on a separate computer. It is also possible to award a result or designate a final turn. If, for some reason, there is not enough time for a full match, it is possible to replace the regular match with a game of Team Kill (TK).
In reply to Wicc
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#7
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Is the date final? Can Sverdlovsk already book tickets? Does the cultural program include visits to gambling establishments?
#8
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Please note that the tournament dates have been updated to May 7-10, Kyiv.
(I conducted a poll about postponing the dates – everyone confirmed, except for those who didn't respond: Stinger, Pit, and Lyokha).


Lyokha will be at the finals; I spoke with him.
In reply to MerlinTheMagician
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#9
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MerlinTheMagician
Are the dates final?
Can Sverdlovsk book tickets now?
Does the cultural program include visits to gambling establishments?
The dates are final – May 7-10, 2010.
Cultural program/gambling establishments/Khreshchatyk – a game of thimbles.

Yesterday, Volodymyr and I were at the club; we agreed on everything with the owner and administrator.

Welcome to Kyiv!

P.S. Regarding tickets. Some people have already told me they are going to buy them. I advise you to call your local Aeroflot office and find out the cost of air travel. For example, St. Petersburg-Kyiv-St. Petersburg costs 7,000 rubles, and the train costs 6,000 (coupe).
Yekaterinburg-Kyiv-Yekaterinburg, according to the Aeroflot website, costs 8,783 rubles with a transfer in Moscow.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
In reply to Captain
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#10
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I have a question for the testers. I don't see the point in testing TE when WT is available. There's still a lot to test. Are there any players who specifically want to play TE instead of WT?
In reply to Volodymyr
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#11
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What kind of monitors are used in the club? When we finished playing at the club on Frunzenskaya, using widescreen monitors, there was some discomfort, especially on the battlefield: because of the elongated hexes, what was usually calculated automatically had to be checked by moving a finger across the monitor.
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#12
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Everything is fine with the monitors, it's standard.
Ушел с героев, пока пряники)
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#13
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Announcement!
(Vika has been temporarily banned, so I'm writing on his behalf):

From Peter, they are traveling to Kyiv:
Napalm
Bayazet
Matrosoff

From Moscow, they are traveling:
Pit
vitalic
Wowa

Have a safe trip!

P.S. Everyone who has already bought tickets, or as soon as they buy them, please let me know the time and date. And Sem!
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
In reply to Captain
#14
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Already bought tickets from Yekaterinburg
asm
MERLIN
Mee
Tomorrow, he's planning to buy Alone
A few more players/spectators are considering it

So, expect a large group... we'll overwhelm them with numbers :) We arrive in Kyiv on May 5th at 22:30 local time from Moscow, flight SU185. If there are any locals or organizers who can offer accommodation near the club, please contact me on ICQ 222-94-20-89... I would be very grateful, as I don't have much time to look for it myself.

P.S. Round-trip plane tickets cost 8700 rubles and a few kopecks... it's quite cheap.
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#15
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Great!!))
We'll sort out the accommodation 2 weeks before the tournament; everything is heading towards the final.
Ушел с героев, пока пряники)

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