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Dear Heroes 3 fans—recently the WorldTournament addon has been gaining popularity due to a number of advantages over older versions, and because of differences in game structure, separate rules are necessary for this addon. I suggest using the current HW rules as a basis and creating new ones by simplifying or removing unnecessary points. To start, I offer my own version. Text highlighted in red is what I propose to remove; yellow is what can be added.
Rules for HoMM3 online games on HeroesWorld
1. General Provisions
1.1. Online duels are conducted using any version of HoMM3. An opponent can be found here, where anyone wishing to play leaves their request in free form, but with the mandatory indication of the game version and ICQ. To facilitate the search for opponents, we recommend also specifying the main nuances of the mandatory conditions you agree to play under. For example:
invisible, Platinum or WoG, turn time 6 minutes, random L+U, template 2SM4d(3), ICQ XXX-XXX-XXX. Waiting two hours.
1.2. In order for games to be entered into the rating table, reports must be written in the corresponding thread. For the convenience of maintaining the rating table and statistics, reports should be written according to the following scheme:
Game date. Winner (color, castle, starting hero, main hero) def Loser (color, castle, starting hero, main hero), template (if fixes, then map name), game time.
vbn (red, Dungeon, Shakti, Shakti) def invisible (blue, Inferno, Pyrrh, Marius) 2SM4d(3) 136.
The template name can be viewed during the game in "scenario information."
Writing such a report is mandatory if these players want these games to be counted in the rating. If desired, matches can be described in more detail. A game will only be credited after the aforementioned report is written and there is mandatory confirmation from the loser.
Additional conditions regarding report confirmation >>
1.3. These rules imply games on random maps, but games on fixes will also be counted in the rating if a report is written and subsequently confirmed by the opponent.
Any changes to the rules are permitted by mutual consent of the players, except for point 6. That is, it is possible to play according to mutually agreed-upon rules or even without rules (again, point 6 applies under all circumstances). If agreement on a change (addition) to any point of the rules is not reached through negotiations, players are guided by these rules. BUT: we recommend discussing all this in advance via ICQ, because in the event of disputed points, the judge when issuing a verdict will be guided by the following: these rules, provided ICQ logs, and (in cases not provided for by these rules) their own personal discretion.
The rating will be reset every season, and therefore there will be a "season winner" based on the table in each season.
2. Map Setting Options
humans – 2; computers – 0; teams – 0; map size L+U; templates – by agreement, but I recommend 2sm4d(3), – for this you need to download the file attached at the end of this post and unpack it into the "Data" folder; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.
3. Choice of Color and Castles
Participants choose castles by a process of elimination, meaning players take turns crossing out castles they do not want to play until only 3 castles remain. The player who started crossing first chooses their castle from the remaining three, the second player chooses from the remaining two and the color they wish to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses from the remaining Inferno, Dungeon, and Tower – Inferno, and vbn chooses Dungeon and the red color.
4. Restarts
Each player has the right to take two restarts: on the first day of the game and within three days, meaning starting a new game with map regeneration.
Mandatory restarts:
– if the starting hero is above level 1;
– if a player starts with more than one castle;
– if no fort is built in the starting castle;
– restart upon meeting by day 116 inclusive, meaning if players enter direct contact with each other using any of their heroes within the first six game days (simply put, any battle occurs between them), then one of them has the right to demand a restart. If both players agree to continue, that is their right.
5. Bans and Restrictions
5.1. Banned heroes: Sir Mullich. If this hero reaches level 3, he must be dismissed on the same day.
5.2.1. All magic specialist heroes of level 4, as well as Tant (Raise Dead), may use their profile spells against an opponent in the following cases:
a) if the corresponding level of the Mage Guild (Mage Guild) is built in any of the controlled castles. If these castles do not have the required same Mage Guild level, it is necessary to fully build all levels of the Mage Guild in any two castles you own. Or capture an opponent's castle that already has the required Mage Guild built (it does not matter how long the captured castle remains under control). It is not mandatory for a hero to visit this castle;
b) find and visit with any hero the "Sanctuary of Magical Thoughts" with the Raise Dead spell;
c) if any of your heroes are given the corresponding spell in Pandora's box, a pyramid, after visiting a scholar, or in a magic book (even if this hero does not have sufficient wisdom skill to learn this spell).
Against neutral monsters, as well as against the computer (if one is present on the map), level 4 magic specialists and Tant may use their profile spells without the above restrictions.
5.2.2. It is permitted to transfer level 4 spells and Raise Dead from specialists to other heroes, but those trained heroes can only use them after fulfilling sub-points a, b, c of point 5.2.1. That is, transferred spells cannot be used against neutral monsters, the computer, or an opponent without meeting the above conditions.
5.3. Izra and Vidomina are forbidden from upgrading the "Sorcery" skill to "Expert" level. Otherwise, this hero must be dismissed within four days of obtaining expert sorcery (example: on day 124 Vidomina upgraded "sorcery" to "expert" level, therefore, at the latest, by day 127 she must be dismissed).
5.4. If Sir Mullich above level 3 is released from prison, or a necromancy specialist (Izra, Vidomina) with expert "sorcery" skill, these heroes must be dismissed within four days of release from prison. During these four days, these heroes are allowed to conduct battles.
If Sir Mullich above level 3, or Izra or Vidomina with expert sorcery is bought in the tavern, they must be dismissed within 4 days of purchase.
In the event that Sir Mullich above level 3, or Izra or Vidomina with expert sorcery appear in the tavern after escaping, buying them is forbidden.
5.5. The so-called "red rush" is banned, meaning a player playing as red does not have the right to attack on the first day of the week with growth purchased on that day:
a) the blue's castle (even if the castle is unguarded).
b) the blue's heroes or guarded mines, if the presence of growth could affect the outcome of the battle or losses in the battle for either player.
Additional information >>
5.6. Hit-and-run is banned: an attacking hero does not have the right to retreat in the first round of combat if they used combat magic or any other spell that somehow dealt any damage to the opponent. This ban does not apply to the defending hero.
5.7. Joining any monsters is forbidden. Any troops can be obtained from Pandora's box and seers. Diplomacy is allowed, but only for reducing the buyout cost. If monsters want to join — refuse and either kill them or let them run away. That is, killing them is not mandatory.
5.8. Using level 4 and 5 magic spell scrolls is forbidden without building the corresponding level of the Mage Guild (Mage Guild) in any of your castles. If there is no corresponding Mage Guild level in the starting castle, you must proceed according to sub-points a, c of point 5.2.
5.9. Any hero may use the "Dimension Door" spell no more than 1 time per day.
5.10. "Angel Wings" are allowed to be used without any restrictions, provided this does not contradict point 5.13.
5.11. Visiting cartographers and the "Hill Fort" is forbidden.
5.12. Penetrating neighboring territories without breaking through the guard standing at the passage (i.e., if it has been shifted) is forbidden. If two or three guards are scattered along the road — any one of your choice must be broken.
In the absence of a passage guard, including a shifted one, you are allowed to move freely from respawn to respawn.
5.13. Taking Pandoras, scrolls, artifacts, and visiting all kinds of objects from under a shifted guard without killing the guard is forbidden. You cannot visit objects or take Pandoras, scrolls, and artifacts using "Fly", "Dimension Door" spells, or via angel wings, without breaking through the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells and wings, as well as from under a shifted guard.
5.14. Assembling the same-set artifact "Cloak of the Undead King" is forbidden. All other set artifacts are allowed to be assembled.
5.15. The Grail can be dug up after 5 weeks of play.
5.16. In the Conflux castle, upgrading 1, 6, and 7 level monsters is forbidden.When playing as Conflux, the starting hero is chosen randomly during map generation.
5.17. In the "Necropolis" castle, building the necromancy enhancer is forbidden.
5.18. It is permitted to buy and use any monsters in "mercenary camps".
6. Fair Play
The most important point: players must play fairly and respect each other.
- Using cheat codes and all kinds of "bugs" during a match is forbidden.
- No one has the right to open saves of an unfinished match except for the judge/tournament leader or a member of the AC, and only in the event of a disputed situation in the game. If at the moment a disputed situation arises requiring the opening of saves, there is no connection with the judge/leader/AC, the game must be interrupted and saved by both participants until contact with the judges is established.
- Opening the map on which the game is being played in the editor before the end of the match is forbidden.
A match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves and view the map in the editor.
Players who agreed to the game are responsible for all actions that occurred on players' computers during the match and/or related to an unfinished game.
(amendments to the wording of rule 6 were adopted by decision of the AC on April 5, 2010))
7. Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: during the battle, the attacker is left with 100 dwarves, 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 them off). If someone is wearing "shackles of war", it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who had the shackles on must remove them, the attacker must attack and flee/buy off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Or they load the autosave of the player who was inactive at that moment. If the connection is interrupted during a battle, then after loading all combat moves are repeated as closely as possible to those before the disconnect.
That's roughly it—I might be wrong somewhere—please correct me.
Rules for HoMM3 online games on HeroesWorld
1. General Provisions
1.1. Online duels are conducted using any version of HoMM3. An opponent can be found here, where anyone wishing to play leaves their request in free form, but with the mandatory indication of the game version and ICQ. To facilitate the search for opponents, we recommend also specifying the main nuances of the mandatory conditions you agree to play under. For example:
invisible, Platinum or WoG, turn time 6 minutes, random L+U, template 2SM4d(3), ICQ XXX-XXX-XXX. Waiting two hours.
1.2. In order for games to be entered into the rating table, reports must be written in the corresponding thread. For the convenience of maintaining the rating table and statistics, reports should be written according to the following scheme:
Game date. Winner (color, castle, starting hero, main hero) def Loser (color, castle, starting hero, main hero), template (if fixes, then map name), game time.
vbn (red, Dungeon, Shakti, Shakti) def invisible (blue, Inferno, Pyrrh, Marius) 2SM4d(3) 136.
The template name can be viewed during the game in "scenario information."
Writing such a report is mandatory if these players want these games to be counted in the rating. If desired, matches can be described in more detail. A game will only be credited after the aforementioned report is written and there is mandatory confirmation from the loser.
Additional conditions regarding report confirmation >>
1.3. These rules imply games on random maps, but games on fixes will also be counted in the rating if a report is written and subsequently confirmed by the opponent.
Any changes to the rules are permitted by mutual consent of the players, except for point 6. That is, it is possible to play according to mutually agreed-upon rules or even without rules (again, point 6 applies under all circumstances). If agreement on a change (addition) to any point of the rules is not reached through negotiations, players are guided by these rules. BUT: we recommend discussing all this in advance via ICQ, because in the event of disputed points, the judge when issuing a verdict will be guided by the following: these rules, provided ICQ logs, and (in cases not provided for by these rules) their own personal discretion.
The rating will be reset every season, and therefore there will be a "season winner" based on the table in each season.
2. Map Setting Options
humans – 2; computers – 0; teams – 0; map size L+U; templates – by agreement, but I recommend 2sm4d(3), – for this you need to download the file attached at the end of this post and unpack it into the "Data" folder; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.
3. Choice of Color and Castles
Participants choose castles by a process of elimination, meaning players take turns crossing out castles they do not want to play until only 3 castles remain. The player who started crossing first chooses their castle from the remaining three, the second player chooses from the remaining two and the color they wish to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses from the remaining Inferno, Dungeon, and Tower – Inferno, and vbn chooses Dungeon and the red color.
4. Restarts
Each player has the right to take two restarts: on the first day of the game and within three days, meaning starting a new game with map regeneration.
Mandatory restarts:
– if the starting hero is above level 1;
– if a player starts with more than one castle;
– if no fort is built in the starting castle;
– restart upon meeting by day 116 inclusive, meaning if players enter direct contact with each other using any of their heroes within the first six game days (simply put, any battle occurs between them), then one of them has the right to demand a restart. If both players agree to continue, that is their right.
5. Bans and Restrictions
5.1. Banned heroes: Sir Mullich. If this hero reaches level 3, he must be dismissed on the same day.
5.2.1. All magic specialist heroes of level 4, as well as Tant (Raise Dead), may use their profile spells against an opponent in the following cases:
a) if the corresponding level of the Mage Guild (Mage Guild) is built in any of the controlled castles. If these castles do not have the required same Mage Guild level, it is necessary to fully build all levels of the Mage Guild in any two castles you own. Or capture an opponent's castle that already has the required Mage Guild built (it does not matter how long the captured castle remains under control). It is not mandatory for a hero to visit this castle;
b) find and visit with any hero the "Sanctuary of Magical Thoughts" with the Raise Dead spell;
c) if any of your heroes are given the corresponding spell in Pandora's box, a pyramid, after visiting a scholar, or in a magic book (even if this hero does not have sufficient wisdom skill to learn this spell).
Against neutral monsters, as well as against the computer (if one is present on the map), level 4 magic specialists and Tant may use their profile spells without the above restrictions.
5.2.2. It is permitted to transfer level 4 spells and Raise Dead from specialists to other heroes, but those trained heroes can only use them after fulfilling sub-points a, b, c of point 5.2.1. That is, transferred spells cannot be used against neutral monsters, the computer, or an opponent without meeting the above conditions.
5.3. Izra and Vidomina are forbidden from upgrading the "Sorcery" skill to "Expert" level. Otherwise, this hero must be dismissed within four days of obtaining expert sorcery (example: on day 124 Vidomina upgraded "sorcery" to "expert" level, therefore, at the latest, by day 127 she must be dismissed).
5.4. If Sir Mullich above level 3 is released from prison, or a necromancy specialist (Izra, Vidomina) with expert "sorcery" skill, these heroes must be dismissed within four days of release from prison. During these four days, these heroes are allowed to conduct battles.
If Sir Mullich above level 3, or Izra or Vidomina with expert sorcery is bought in the tavern, they must be dismissed within 4 days of purchase.
In the event that Sir Mullich above level 3, or Izra or Vidomina with expert sorcery appear in the tavern after escaping, buying them is forbidden.
5.5. The so-called "red rush" is banned, meaning a player playing as red does not have the right to attack on the first day of the week with growth purchased on that day:
a) the blue's castle (even if the castle is unguarded).
b) the blue's heroes or guarded mines, if the presence of growth could affect the outcome of the battle or losses in the battle for either player.
Additional information >>
5.6. Hit-and-run is banned: an attacking hero does not have the right to retreat in the first round of combat if they used combat magic or any other spell that somehow dealt any damage to the opponent. This ban does not apply to the defending hero.
5.7. Joining any monsters is forbidden. Any troops can be obtained from Pandora's box and seers. Diplomacy is allowed, but only for reducing the buyout cost. If monsters want to join — refuse and either kill them or let them run away. That is, killing them is not mandatory.
5.8. Using level 4 and 5 magic spell scrolls is forbidden without building the corresponding level of the Mage Guild (Mage Guild) in any of your castles. If there is no corresponding Mage Guild level in the starting castle, you must proceed according to sub-points a, c of point 5.2.
5.9. Any hero may use the "Dimension Door" spell no more than 1 time per day.
5.10. "Angel Wings" are allowed to be used without any restrictions, provided this does not contradict point 5.13.
5.11. Visiting cartographers and the "Hill Fort" is forbidden.
5.12. Penetrating neighboring territories without breaking through the guard standing at the passage (i.e., if it has been shifted) is forbidden. If two or three guards are scattered along the road — any one of your choice must be broken.
In the absence of a passage guard, including a shifted one, you are allowed to move freely from respawn to respawn.
5.13. Taking Pandoras, scrolls, artifacts, and visiting all kinds of objects from under a shifted guard without killing the guard is forbidden. You cannot visit objects or take Pandoras, scrolls, and artifacts using "Fly", "Dimension Door" spells, or via angel wings, without breaking through the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells and wings, as well as from under a shifted guard.
5.14. Assembling the same-set artifact "Cloak of the Undead King" is forbidden. All other set artifacts are allowed to be assembled.
5.15. The Grail can be dug up after 5 weeks of play.
5.16. In the Conflux castle, upgrading 1, 6, and 7 level monsters is forbidden.When playing as Conflux, the starting hero is chosen randomly during map generation.
5.17. In the "Necropolis" castle, building the necromancy enhancer is forbidden.
5.18. It is permitted to buy and use any monsters in "mercenary camps".
6. Fair Play
The most important point: players must play fairly and respect each other.
- Using cheat codes and all kinds of "bugs" during a match is forbidden.
- No one has the right to open saves of an unfinished match except for the judge/tournament leader or a member of the AC, and only in the event of a disputed situation in the game. If at the moment a disputed situation arises requiring the opening of saves, there is no connection with the judge/leader/AC, the game must be interrupted and saved by both participants until contact with the judges is established.
- Opening the map on which the game is being played in the editor before the end of the match is forbidden.
A match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves and view the map in the editor.
Players who agreed to the game are responsible for all actions that occurred on players' computers during the match and/or related to an unfinished game.
(amendments to the wording of rule 6 were adopted by decision of the AC on April 5, 2010))
7. Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: during the battle, the attacker is left with 100 dwarves, 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 them off). If someone is wearing "shackles of war", it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who had the shackles on must remove them, the attacker must attack and flee/buy off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Or they load the autosave of the player who was inactive at that moment. If the connection is interrupted during a battle, then after loading all combat moves are repeated as closely as possible to those before the disconnect.
That's roughly it—I might be wrong somewhere—please correct me.
Всем удачи ! И Морали !