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In reply to Lider1
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#160
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Lider1
Where are the rules? :smile26:

In Russian, please
What's there to understand? No Necro, no Conflux, no Necromancy, no Red-Rush, no Hit-n-Run, no Fly, no Dimension Door, no Town Portal... SM-KA YES YES YES :smile03: :smile03: :smile03:
In reply to FireToSky
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#161
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FireToSky
What's there to understand?

That's just your impression; then you'll move a chest diagonally, and they'll still count it :D

I heard they like that (counting insignificant things). So, you need to have a clear picture of everything.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#162
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Group Stage - 3 rounds
Playoffs - 5 rounds

Group Stage:
Played on smc L+U 130% no water, monsters strong, 6 min. 16 groups of 4 players each.

Description of the first 3 rounds:
Round 1 - the first pairs will be chosen randomly. After the first round, regardless of the result, no player leaves the tournament.
Round 2 - winners of the first round in their groups play each other for the best position in the next round. Losers of the first round play
for the right to continue the tournament. Players who won both rounds do not participate in the third round but wait for the playoffs for two weeks.
Round 3 - for those with 1 loss and 1 win. The winner advances to the playoffs, the loser is eliminated from the tournament.

Each round lasts 2 weeks. Rounds will not be extended.

Playoffs.
Played on smc L+U 160% no water, monsters strong, 8 min [with principle of rejection of the castles.]

Round 4 (1/16) 16 players with two wins (those who skipped the 3rd round) play against the rest. Winners advance to 1/8.
Round 5 (1/8) 8 pairs. Winners advance to the quarterfinals.
Round 6 (1/4) 4 pairs. Winners advance to the semifinals.
Round 7 (1/2) 2 pairs. Winners advance to the final.
Round 8 (final). The winner is given the title master of Frenzy Attack I Tournament, and is given a premium account for the next season. The loser is given
the title runner. All of this is displayed in the news. Losers of round 7 MAY play for third place, but no later than when the final is played. By
mutual agreement, finalists may play up to 2 wins, but the deadline is 2 weeks.

Each playoff round lasts 2 weeks. In certain situations, judges may extend the deadlines.
_________________________________________________________________
The rules themselves.

Guarding.
A player must break guarding to pass from resp to resp, visit an object, pick up an artifact or RESOURCE. If there are more monsters
than 1, only one can be broken. Once a player breaks the guard of a resp, he can freely travel back and forth. A player does not
have the right to first take the object and then break the guard. If a neutral guards a mine, resources around the mine CAN be taken. On
Balancing, you can pass from resp to resp if there is no guard. If the game generates a passage without guard, passing there is forbidden. If there are several exits from
a resp, you can only leave through the one where the neutrals have been broken.

Red Rush.
On the first day of the week, the red player is not allowed to use the population of the new week against heroes and objects under the blue flag (including unguarded ones). Also, you cannot block the opponent's path for reuniting his heroes with the new growth.
If a player has not purchased the new growth, he can attack anyone. The army from heroes bought at the tavern can be picked up as long as
heroes with a single unit have not appeared in the tavern.

Hit and Run.
If a player deals more damage to the opponent in a round than vice versa, the player is not allowed to flee. Counters are not included, and the
rule only applies for the first 3 rounds. It is forbidden to use magic of levels 3-5 with heroes freed from prison above level 11.


Diplomacy.
Diplomacy can be used only for early visits to libraries. It is forbidden to join neutrals (except in Pandora's Boxes). Refugee Camp can be used.

Banned Heroes.
If Sir Mullich enters battle with an opponent, he must flee/buy his way out. Logisticians after level 6 who entered battle with an
opponent must flee/buy their way out. Specialists of 4th level in battle with an opponent cannot use their specialty spells (Coronius can
use Slayer).


Necro/Conflux.
It is forbidden to choose them as starting towns. In case of taking them on the map, you cannot hire units. Necromancy is forbidden. Skeletons raised in battle
must be dismissed.


Grail.
It is forbidden to build the Grail.

DD, Fly, TP.
It is forbidden to use these spells.


Hill Fort, Cartographer, Market.
It is forbidden to use them.

Banned Artifacts.
It is forbidden to assemble combination artifacts. If you find a combination artifact, you must disassemble it, taking only one relic or all
artifacts of levels 1-3. It is forbidden to use Angel Wings, Boots of Levitation, and the Armageddon spell while having Armageddon's Blade. On
templates like Balance and Panic, you cannot use relics at all.


Month of Units.
In the case of a unit week, a player can reload the game or promise not to use additional units.


Double Build.
It is forbidden to build dwellings in two towns of the same type.


7th Level Dwelling.
It is allowed to use only 1 dwelling of the 7th level.


Bank Upgrade.
It is forbidden to upgrade angels and dragons from conservatories/Dragon Fly Hives.


Scrolls of 4th and 5th Level.
It is forbidden to use scrolls with magic of levels 4 and 5, regardless of how they were obtained.


Bugs.
It is forbidden to use bugs.

Stalemate Situation.
In a stalemate situation, a player must flee.

Restart.
A player may demand a restart ONCE without explaining the reason before 113 turns have passed. In the event that a hero is above level 1, a combat machine specialist hero
comes without them, or there are slow roads, restarting is allowed an unlimited number of times.


Adding from myself. I did not find how to choose castles. Judging by what is written in the playoffs, they play randomly in the group stage, and then they cross each other out. But this is just my IMHO for now. Need to look into it better or find out.
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#163
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DD, Fly, Teleport. Using these spells is prohibited. And what a load of crap... By the way, is the external market prohibited? And can the first and second-level creatures from the native dwellings be bought back?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#164
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It seems like the rules were written by complete noobs who build a Capitol on turn 121 and play with only 2-3 heroes until the end of the game.
Всем удачи ! И Морали !
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#165
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Valya, are you here already?)))
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#166
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You can buy items at levels 1 and 2.
It's the Heroes of Might and Magic market...
The Trade Center isn't a black market, so it's probably not allowed.
And if black markets were banned, they would be banned in the Dungeon and Fortress as well.
It seems like the rules were written by clueless newbies who build a Capitol on day 121 and play with 2-3 heroes until the end of the game.
These are rules for an expert level :D There are also basic and advanced levels :D
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#167
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I wonder if they realize that in skirmish mode, the chances of an early encounter are very high? Considering the number of restarts on fast routes, it seems like reports like "Mr. X def. Mr. Y 114" are likely.
В дикім полі
In reply to Wlk777
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#168
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Wlk777
It seems like the rules were written by complete noobs who build a Capitol on turn 121 and play with only 2-3 heroes until the end of the game.
Not complete noobs, but people who don't know about TC3 :D. They tried to adjust something there...
P.S. The rules are complete garbage... I don't know who will even play this... :smile18:
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
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#169
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Regarding TK3, that's spot on :) I once came across a Polish mapmaker's arena on GR (the description stated the map balance is perfect!). Played it out of curiosity - it was interesting, but it depends on how things fall: spells come from 2 Castle towers, where the structures generate randomly (issue number one, it's easy to end up without Slow/Haste/Shield/Dispel, etc.), artifacts generate randomly (there's only a choice of one of three artifact lines), skills aren't purchased from a full list like in TK3, but instead there's a University + Witch Hut - hope for random, and then finish off with a Pandora's Box for 40k experience, and that's considering heroes come without starting skills (resulting in you having to manually break the hero's skill tree from the get-go, which leads to warriors without Offense/Armor, getting schools of magic with no corresponding spells in the guild, etc.). It was fun when Tazar didn't get Armor for 15 levels, amusing when both Necropolis guilds gave Resurrection spells, but the funniest part - I told the guy it wouldn't hurt to reduce the randomness in the map, since it deals out very unevenly, and he replies that I don't know how to play (this was after I lost playing Necromancer), saying "come on, I'll show you how to play Necromancer"... Fine, he deals me a random Conflux, the guild has Prayer and the Hut gives Water Magic: the Necromancer got smashed to pieces, and he even got the Mage hero... He flat-out refused to fix the balance, it's "perfect" :)
http://www.twitch.tv/mikevalentine/
In reply to Mizrael
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#170
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Mizrael
He refused to balance anything, as he is already perfect.

:smile40: :smile40: :smile40: :smile40: :smile40: :smile40:
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#171
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Nice thread. Interesting discussion :smile40: But I'll not pick up the gauntlet :smile15:

We are preparing new regulations for our league and we would like to know your opinion about that.
New regulation project
Thanks to Hermit there is also Russian version. All opinion are welcome even this sarcastic. :rolleyes:
"Hermit"
1. Defeating shifted guards.
Players must defeat guards (neutrals) of inter-zone passages and resources (including those lying near a windmill/bank), even if it is possible to avoid the guards.

Notes:
- if an inter-zone passage has several guards, it is sufficient to defeat one of them,
- if there are several passages between zones, each passage must be defeated if it is necessary to pass through it,
- if the opponent has defeated the passage guard, it may be passed through,
- if due to a random map generator bug the guard was not generated or is weaker than it should be, passing through is not allowed,
- if neutrals guard only a mine, the player is allowed to take resources lying around,
- players are not allowed to take treasures first and then fight the neutrals,
- a player using a dimensional door / flight must respect the rule about defeating shifted guards (first fight the guard and then enter the zone or take treasures).

2. (Red) rush on the first day of the week is forbidden. On the first day of the week, Red (or any other player moving before the opponent) is not allowed to use this week's growth against any troops or colored objects of Blue (or any other player who has not yet moved).
Notes:
- Red (or any other player moving before the opponent) is forbidden from blocking any passages with new week troops through which Blue (or any other player who has not yet moved) would bring in their troops for this new week,
- if Red (or any other player moving before the opponent) defeated a passage guard to Blue (or any other player who has not yet moved), he is not allowed to take any colored objects there,
- troops from new heroes are not considered a new army.

3. Hit and run is forbidden.
A player cannot flee/surrender in the first three rounds of battle if they have dealt more damage to the opponent than they have received. A hero of level 11 or higher released from prison is not allowed to use magic of the third level and above.

4. Joining any neutrals is forbidden. This does not apply to neutrals obtained in Pandora's box.

5. Necropolis.
Necromancy is used only to compensate for losses. The number of skeletons (or any other units obtained from necromancy) must be corresponding at the end of each day.
Notes:
- a player with Necropolis cannot build creature dwellings in other Necropolises on random maps generated on panic and balance templates (PC) and on fixed maps called blockbusters.

6. Conflux.
It is allowed to recruit only half (rounded up if the number is odd) of the firebirds/phoenixes. This restriction also applies to dwellings.

7. A player may use only one dwelling of seventh-level creatures. This does not apply to enemy caches.

8. It is forbidden to upgrade angels from conservatories and wyverns from hives.

9. Level 4/5 scrolls.
The use of level 4 and 5 scrolls is allowed only for heroes who have the corresponding wisdom level, and the mages guild must also be present.

10. Game bugs.
It is not allowed to use game bugs.
Notes:
The following are not allowed:
- reducing neutral armies – it is allowed to retreat/surrender/be defeated once when attacking non-upgraded guards with an upgraded stack inside (zone guards, depths and Pandora's boxes),
- using the artifact trader bug that allows a player to recruit an army using the opponent's resources,
- using a hero without troops,
- selling artifacts for a price greater than their value,
- checking the skills and spells of enemy heroes.
Exception: viewing the number, income, and garrison of enemy cities and the number of units that your opponent can buy.

11. Creature week/month.
A player may request to load an autosave if a doubling of creatures or +5 to level 6 and 7 creatures occurred.

12. Restarts
A player may take two restarts (1x111+1x113): one on the first day and one no later than the third day of the first week.
Notes:
A restart is taken immediately if the roads are dirty, the starting hero is not level 1, the fort is not built in the starting castle, or the player has more than one city at the start.

13. It is not allowed to use the fort on the hill, cartographer, or Grail.
Note: exception for fixed maps.

14. Stalemate.
If both players make no attempt to end the battle, the attacking player must flee/surrender. If 100 golems cannot kill one ghost dragon that flies away, the player avoiding the clash (in this case, the one with the dragon) must always flee/surrender.
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#173
2 Lichemaster
You want to discuss SoD rules here which were already discussed on HW 3 years ago. Now WT version is becoming more and more popular in russia so we discussing WT rules/gameplay now, and some oldfags are discussing some little details of our SoD rules, but forget about SoD coz WT is a future of heroes. So listen - after 3 years some of .pl players will say - hey, WT is good version, maybe let's talk abt dat shit. But for sure in russia heroes3 progress will go far ahead... So, stop talking about this Stone Age rules. Start play WT. Start make reports, videos and translations. Start discuss tactics. And so on.
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#174
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StickyFingaz, translate this into Russian and try to convince most of our community members of it first.
Всем удачи ! И Морали !