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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 Wicc
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+1 for simplifying the rules and minimizing restrictions. And there's a question: I've been trying to figure it out for 2 months, but I can't grasp it, no matter what.
5.10. "Wings of the Angel" can be used without any restrictions, unless it contradicts clause 5.13.
So, does this mean I can fly into a treasure room or fly over a guard outpost, and that doesn't contradict clause 5.13?
5.12. It is forbidden to enter adjacent territories without defeating the guard standing at the passage (i.e., if it is moved). If two or three guards are scattered along the road, any one can be defeated. In the absence of a passage guard, including a moved one, it is allowed to freely move from one spawn point to another.
So, does this mean I can't fly into a treasure room or fly over a guard outpost, because that contradicts clause 5.12? I am entering an adjacent territory without defeating the guard.
5.13. It is forbidden to take Pandora's Boxes, scrolls, artifacts, or visit various objects from under a moved guard without defeating the guard.
Common sense tells me that this means: It is forbidden to take Pandora's Boxes, scrolls, artifacts, or visit various objects from under a moved guard without defeating the guard of that object beforehand. But on the other hand, if that's the case, why isn't it written that way? That is, can I take, say, the Book of Fire, and DEFEAT THE GUARD OF THAT BOOK WITH IT? Sorry, maybe I don't understand obvious things, but it seems to me that it could be written more clearly
не утеряй маски своей
In reply to тенью бездомной
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a shadow of the homeless
So, I can enter a treasure room or fly over a guard post, and that doesn't contradict point 5.13.
Correct, you can. Point 5.10 removes all restrictions except for point 5.13. That is, you still cannot take anything from under a shifted guard without defeating it. You can move freely around respawn points and treasure rooms. The "flight" and "dimension door" spells also allow you to bypass the guard without defeating it.

Exception 1 - the Jebus template, where you always need to defeat the guard at the respawn point.
Exception 2 - templates with companions, where it is recommended to make an amendment to the rules: you can completely bypass the shifted guard of a passage if it is not a guard post.

It seems that it is not written very clearly, as questions constantly arise. Many beginners, just to be on the safe side, always defeat all guards, including guard posts.
common sense tells me that this means:
It is forbidden to take Pandora's boxes, scrolls, artifacts, or visit various objects from under a shifted guard without defeating the guard of that object FIRST.
but on the other hand, if that's the case, why isn't it written that way?
that is, can I take, say, a Book of Fire, and KILL the GUARD of that book WITH that same book?
Sorry, maybe I don't understand obvious things, but it seems to me that it could be written in a more understandable way...
That's a reasonable point.
In reply to Yakudza
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Over the past year and a half, we've added many new features – we started playing on different templates, versions, and using additional programs... But the rules for online games have remained virtually unchanged. Very often, questions and disputes arise regarding this. I propose that the forum discuss a new version of our seasonal rules, which most tournaments are based on. I would like to not just add a bunch of patches to the old ones, but change the entire structure, make them more logical, and take into account all the new things. It is also necessary to edit the formulas for calculating ratings. The discussion began in mid-October. On December 1st, we adopted a new version, which contained many amendments compared to the old rules – both substantial changes and clarifications. Main points: - The structure has been changed - a section for CM (Castle Map) has been выделены, and a section with differences for other templates has been выделены; - Rating calculation formulas have been changed; - Changes have been made to almost every rule item for CM. In December - early January, we refined the rules for CM, and I translated them into English. On February 17th, I updated the information in this post, removing what has already been discussed and approved. We are now continuing the discussion of the following items from Section II: II. Rules for online games on the 2SM4d(3) template and the SoD version. 4. Restarts. 4.1. Mandatory restarts: – if the starting hero is above level one; - if the player does not have a starting castle; - if no road leads out of the starting castle; - if the GO (Guard Object) spawns right next to the starting castle (so that you cannot exit or enter it without fighting the GO). A mandatory restart must be taken immediately after game generation (within 1 minute). 4.2. Restart upon first encounter at days 115-116-117 inclusive for fast-medium-slow roads respectively. An encounter is considered direct contact between players, i.e., any battle between them (a battle between any heroes, a battle with an enemy castle garrison or mine). If an encounter occurs within the specified time frame, either opponent may request a restart immediately afterward. If both players agree to continue the game, the game continues. Subsequent encounters occurring within the specified time frames are not grounds for a restart. 4.3. Subjective restarts: Each player has the right to take one or more restarts no later than the end of their turn on the corresponding day, i.e., start a new game with map regeneration. You can choose either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second days (111+112 or 112+111), or one restart on the third day (113). 4.4. Restart if the player's only road leads to a GO. It must be taken on the day this fact is discovered, but no later than day 115. If subjective restarts remain, then the player spends a subjective restart of his choice (for example, on day 114, he can use the remaining restart from day 111). If subjective restarts have run out, but the player discovers that the only road from the starting castle leads to a GO, then he may request an additional restart. 4.5. Restart due to a strong block, if the block cannot be bypassed and the block cuts off the castle from the main part of the starting zone, leaving no opportunity for development until the block. Must be taken by day 112 inclusive. The strength of the block is assessed primarily by the player who reported the block, then by his opponent, and in case of disagreement between players - by the moderator/judge/AC (Administration Council). If subjective restarts remain, then the player spends a subjective restart of his choice (i.e., on day 112, he can use the remaining restart from day 111). If subjective restarts have run out, the player may request an additional restart.

5.8. Restrictions on castles. 5.8.1. In the Conflux castle, it is forbidden to upgrade monsters of levels 1, 6, and 7. When playing as Conflux, the starting hero is chosen randomly when generating the map. 5.8.2. In the Necropolis castle, it is forbidden to build a necromancy amplifier. When playing as Necropolis, Galthor cannot be chosen as the starting hero. If Galthor appears not as the starting hero, you CAN develop him, even with any castle.
5.12. The Grail can be dug up after 5 weeks of play. Only for the winter season for experimenters who love extremes: The Grail can be dug up from any day, but placed in a castle no earlier than day 131. It is forbidden to place the Grail in Conflux and Tower castles.* *Mandatory conditions for playing with this rule are: - agreement of both players, confirmed by ICQ logs; - comments about the Grail (when it was dug up, where it was placed, whether there was a total advantage...) in the Discussion of new rules topic from both players (we are all interested too). We are also identifying inaccuracies, inconsistencies, and typos in the current Rules.
In reply to Pit for LM
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1. I think it should be forbidden to use mercenary camps.
2. Regarding hit-and-run, I think this rule should be removed altogether... since if a scout hero with strong magic attacks the enemy's main hero... and if the troops are faster, then they will cast magic anyway... and whether to retreat in the first round or the second is not so important...

I am also interested in the specific punishment for violating any of the rules... For example, if Sir Mullich reached 3rd level and was not dismissed on that same day... but when reviewing the saves, say, the next day... how important is that?... and also, it's written below, a bit unclear:

5.10.1. If Sir Mullich reaches 3rd level, he must be dismissed on the same day.
5.10.3. If Sir Mullich above level 3 is freed from a prison, or a necromancy specialist (Isra, Vidomina) with expert sorcery skill, then these heroes must be dismissed within four days from the moment of release from prison. During these four days, these heroes are allowed to fight battles.
How does that work?
Удача любит подготовленных!!!





Стримы и обучение тут:
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In reply to Pit for LM
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I haven't seen anyone unearth the Grail yet. But I also think it should be banned... otherwise, even though I have some information about its location, there could be big disputes when it's unearthed. Point 5.12. It is forbidden to extract the Grail. 5.11. It is forbidden to use spell scrolls of levels 4 and 5 without building a corresponding level of the Mage Guild (MG) in any of your castles. I think it would be better to ban the use of scrolls altogether, even if the guild is built... this will add value to magic. Magic should only be used with artifacts, books, pyramids, and guilds.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
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For those who don't enjoy the scroll-based gameplay, welcome to the Warlord Tournament (WT); I don't see the point in complicating the rules. I suggest allowing the "Grail Dig" mechanic. If it proves too difficult, we can always revert the ban.

I also oppose unbanning Iskra and Vidomina. If I freed her from a level 20 dungeon, does that mean I get a daily increase in skeletons?

However, I support the change regarding the "Trickster" ability.

Restarting a game with a single path in the Grand Order (GO) – against. Restarting a game with a GO using off-road paths – for.

Starting with a random Necropolis – for.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Gomunguls
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Gomunguls


5.11. It is forbidden to use spell scrolls of levels 4 and 5 without building the corresponding level of the Mage Guild (MG) in any of your castles.
I think it would be better to completely ban the use of scrolls, even if the guild is built... this would add value to magic. Magic should only be used with artifacts, books, pyramids, and guilds.


I agree, I also think that using found scrolls should be banned.
С истиной где-то рядом...





Лето 2010.
In reply to Дубровин Павел
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Wow, how do you find the control point on the HotL? One person got it right away in Utopia, but the other didn't. Should we give up?
Земля нуля.
Все в ней нулево и кукольно.
In reply to Oelm
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Oelm
I suggest allowing the digging up of Grails. If it proves too difficult, we can reinstate the ban.

This is certainly interesting... but consider this scenario: you find several obelisks, you have a general idea of the location, you go there, and immediately dig it up. This could decide the game, but how do you prove that you just got lucky? This creates a rather awkward situation...
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Pit for LM
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If a player didn't see their opponent break through the guard, but for some reason believes that the guard was broken, they have the right to ask their opponent to clarify this point. The opponent, in turn, is obliged to provide accurate information.
- Against. Plans can be built around breaking through the guard, relying on the element of surprise, and these plans shouldn't be revealed. If you want to pass through, break the guard. In general, I don't like the principle of obligating players to disclose certain information during the game.
Всем удачи ! И Морали !
In reply to Oelm
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Oelm
Wow, how do you find the control point on HL? One player got it right away in Utopia, but the other didn't. Should we give up?

It means it's not meant to be, and we should keep looking.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
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This is all theory, and personally, I don't see any problems. As I said, it can be reverted if necessary. A maphack either exists or it doesn't. If someone is cheating on the map, banning the Grail won't solve anything.

So, it's not meant to be, and we should keep looking.
It's easier to give up and not bother if the opponent isn't a newbie. In this case, the location of the Town Portal will be the deciding factor.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Wlk777
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Wlk777
-Against. When breaking through defenses, some plans can be made, counting on the element of surprise, which shouldn't be revealed. If you want to pass through, defeat the guards. In general, I don't like the principle of being forced to reveal information about the game during gameplay.

+1 I also think it's not necessary to say whether or not you broke through... if you want to pass, defeat them.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
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Gomunguls
1. I think it's worth banning the use of mercenary camps.
What's wrong with them? You have to break through the guard for it, and on the first one there are usually spearmen.
Gomunguls
2. Regarding hit-and-run, I think we should just remove this rule altogether... because if a scout hero with strong magic attacks the opponent's hero... and if the troops' speed is also faster, then they will use magic anyway... and whether to retreat in the first round or the second doesn't really matter that much...
That's a huge "doesn't matter"... After the offensive magic, a mass haste or mass slow will follow, and for the attacker, the second round may never come. And allowing hit-and-run should not be allowed at all. I think the reason doesn't need to be explained.
Gomunguls
I'm also interested in the specific punishment for violating any rules... For example, if Sir Mullich reached 3rd level and was not dismissed on that day... and when reviewing the saves the next day, for instance... how important is that?... and also it's written below, not entirely clear
I propose bringing Mullich back into the game! Let him be!!!! ;)
In reply to Oelm
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Oelm
This is all theory; personally, I don't see any problems. As I said, it can always be reverted. A maphack either exists or it doesn't. If someone is revealing the map, banning the Grail won't solve anything.
.

If the opponent is revealing the map, then you can at least draw some conclusions based on their movements... but if they are revealing the map, know where the Grail is, simply visit a couple of obelisks, go to the location, and dig it up... honestly, whether it was actually dug up or not is just a guess.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q

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