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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
a rule prohibiting the construction of native secondary dwellings and limiting the number of level 7 units to one. Also, not upgrading angels and vivs...
It reminded me of the best remedy for dandruff – the guillotine... Or maybe about throwing a baby out the window :)
Стратегия - искусство возможного.
Первое правило форума : "Хвалу и клевету приемли равнодушно И не оспаривай глупца" (с)
Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу): Правила онлайн игр
I already forgot what I was doing... but now with a fresh perspective...
Regarding terminology:
rebellious
The meaning of the word "...castle..." in this formulation can be interpreted as:
- 1) a city with a built castle;
- 2) a city of the "castle" type.
- 3) any cities referred to colloquially as such.
Rules cannot contain formulations that allow for so many different meanings :)
I reread the rules from this point of view. The Castle, referring to the Human City, appears only in section II.3., which discusses choosing castles. A castle as a structure within a city is not mentioned anywhere. I believe adding clarification would unnecessarily clutter things. In the English version, the word "castle" has the same meanings. I have never heard it cause confusion. There's also the Citadel - both a Barbarian city and a building within a city.
However, some other terms will likely need editing.
-----------------------------------
Compared to the November 30th revision, I am making **clarifying changes** to Section II and providing answers to questions along the way:
For convenience, I will **number section 4**:
4. Restarts.
4.1. Mandatory...
4.2. ...upon first encounter...
4.3. Subjective...
4.4. ...along one road towards GO...
4.5. ...due to a strong block...
Hero of Might and Magic III
"each player has the right to take a restart/restarts during their turn." Can't they do it during another player's turn?
Clarification:
4.3. Subjective restarts: each player has the right to take a restart/restarts no later than the end of their turn on that day, i.e., start a new game with map regeneration.
For example, on day 112, Red is out of restarts, takes his turn, Blue has a restart for day 112. Blue can use his restart on day 112 during Red's turn if he sees things are going badly, or wait until the end of his own turn. In the opposite situation (day 112, Blue's turn, Red has a restart for day 112), Red cannot use a restart after passing the turn.
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Kluka
Restart along one road towards GO. Taken up to day 115 inclusive. It seems this was not quite what was intended: taken on the day of discovery, but no later than day 115.
RiMpel2
Is restarting along one road towards GO mandatory? Or if I like it, can I continue playing?
AYMAN
Imagine this scenario: A player effectively has only one road leading to GO, but doesn't realize it yet because that road is blocked by a block (but this block can be broken, although it may not be worthwhile). The player continues to take dungeons or level-up heroes and then, for example, breaks through on day 116 and discovers that there is only one road to GO behind him)). And as a result, he loses. I understand that this is rare, but it is possible. Therefore, I suggest changing this point to at least include day 117.
Kluka replied: Up to day 115, you should try to find a way around the blocks... If you don't reach GO within 5 days, your respawn must be huge; why did you lose? We played without this restart before and won...
Oelm
...And if GO blocks the passage to the secondary city? What do you do?
But you have exactly one road to GO, i.e., it falls under the "restart along one road towards GO" rule.
Oelm
In general, I would suggest restarting when going off-road to GO - now that's a real challenge! But playing with just one road to GO.
If there is a restart upon meeting another hero, then a restart due to an off-road path to GO is redundant.
I edited the section on **restarting along one road towards GO**, resulting in:
4.4. Restart at the player's discretion if they have only one road leading to GO. Taken on the day of discovering this fact, but no later than day 115. If subjective restarts remain, the player can use their remaining subjective restart (for example, on day 113, they can take the remaining restart from day 111). If subjective restarts are exhausted, and the player discovers that the only road from the starting castle leads to GO, they may request an additional restart.
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Kluka
4) The point about having to break through the guard of each passage if you want to pass through should be returned/added.
numOne
IMO, it's an unnecessary sentence, and everything is clear without it.
Let's rephrase it as follows:
5.6. Transitions between zones.
5.6.1. To move from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards on the passage, it is enough to destroy any one of them.
5.6.2. ...Kluka
regarding p.5.6.5
- Are there any other undeniable pieces of evidence that the guard was destroyed?
Probably correct, but I cannot think of any examples of such evidence. Unless the opponent says so himself.
Yes, I couldn't come up with anything either, except for information from the opponent; just in case, let's keep it.
---------------------------------
b) find and visit with any hero "Sanctuary of Magical Thoughts" with the Raise Dead spell (to use Tanta's profile spell).
Hero of Might and Magic III
Is this hero required to learn the spell? If he doesn't have wisdom or even a book, then what?)
Dubrovin Pavel
Read the entire section 5.10 instead of pulling out a single phrase...
I also looked at 5.10.4. When writing the rules without reading, I copied this point from Inviz. It's written somewhat awkwardly; before translating into English, we need to formulate it correctly in Russian... I will think about it.
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5.14.
I agree. And if you also take into account the presence of the concept of a "strong" block (which is not clearly and unambiguously defined) in the rules, restarting along one path to the Grail up to level 115... In practical use, all this drags out the game. As I understand it, restarts were introduced into the game precisely to avoid unplayable/unsuitable scenarios (precisely the presence of blocks, one path to the Grail, the Grail not being on the path, etc.), and introducing additional points (along one path, along a "strong" block) seems redundant to me, not to mention the critical loss of clarity and simplicity in the presentation of the rules themselves (simply put, bureaucratization).
Therefore, I remain firm in my opinion: in section 4 about restarts, leave: 4.1 "– if the starting hero is above the first level, the player does not have a starting Castle, the player has more than one starting Castle; - purely technical restarts 4.2 Subjective restarts: each player has the right to take a restart/restarts during their turn, that is, to start a new game with a re-generation of the map. Restarts are "3 days in total" (i.e., it is possible to take either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second day (111+112 or 112+111), or one restart on the third day (113)).
That's it! In this way, the player will have a sufficient mechanism to correct the situation in case of unplayable scenarios. And if he decides to try to guess the best scenario based on chance, let him be ready for a Grail block at the exit; this means that the player has already been outplayed at the restart stage. I think that after some time, the vicious practice of guessing the best scenarios will be significantly reduced...
Стратегия - искусство возможного.
Первое правило форума : "Хвалу и клевету приемли равнодушно И не оспаривай глупца" (с)
Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу): Правила онлайн игр
The items highlighted in purple are being introduced experimentally for one winter season, 2010-11. A vote will be held on them in February.
This primarily concerns the ENTIRE section about restarts.
Currently, I am making ONLY changes that CLARIFY the meaning; the essence remains the same, which we have been discussing for 1.5 months.
No SUBSTANTIAL changes will be made to sections II and III until March 2011 (until the voting results are summarized).
I would play a total of 4 days. 6 or 8 potential rests don't change the amount of game time spent on them. Strongly against the proposed meeting time of 117. Where is the logic here?
I reread the rules from this perspective. The Castle, meaning the Human City, appears only in section II.3, which discusses choosing Castles. The Castle as a building within the city is not mentioned anywhere. I believe that adding a clarification would unnecessarily clutter the text. In fact, the English version uses the word "castle" with the same meanings. I have never heard of it causing any difficulties in understanding. There is also the Stronghold - both the Barbarian city and a building within the city...
Nevertheless, I will continue the discussion on this issue. :) Especially in light of the declared unification. The rules are primarily aimed at beginners, or, let's say, people who are encountering this text for the first time. What seems obvious to a player with some experience may not be so obvious to a beginner. In addition, the rule should be read as a law, strictly according to the letter. And if there is even the slightest possibility of interpreting the word "Castle" differently than in the author's version, then clarifications are needed. For example, in the form of a preamble, a list of terms with definitions could be provided. This is where the difference between "Castle" and "castle" could be displayed. And, in general, other terms could be defined if necessary. [/QUOTE]
I often feel the same way; after choosing all the available options, the motivation and desire to play disappear, especially when the opponent takes a very long time for their turn.
I think the current system of outposts is good, but 2 on 111 is too much; 2x would be enough.
Regarding the rest stops, the wording about the road conditions is quite sensible!
I suggest clarifying the rule about having only one road in a city.
If it takes 1-2 days to travel, that's good, but if it takes 4-5 days, then you can fight here, even if it slows you down!
Added point I.4 with an example of template usage.rebellious
I still want to raise a discussion on this issue.:)... The rules are primarily aimed at beginners or people who are first encountering this text. What seems obvious to a player with some experience may not be so clear to a beginner. In addition, the rule should be read as a law, strictly according to the letter. And if there is even the slightest possibility of interpreting the word "castle" differently than in the author's version, then clarifications are needed. For example, include a list of terms with definitions in the preamble. This is where you can show the difference between Castle and castle (Castle and castle). And also specify other terms if necessary.
You convinced me. Yes, many terms are often unclear to newcomers. In turn, they also use words with vague meanings... I still don't know where "respawn" came from.
Added a new item to section I:
7. The terms in these rules correspond to the Russian translation of the game Heroes of Might and Magic III (version 4.0), made by the company "Buka" (Platinum Series), the description in /topic/at/438535/ "Physics of the World of Heroes" and conventional designations, commonly used when describing templates. The word "castle" in these rules refers to any city on the game map. Specific concepts used in the game: names of castles, artifacts, objects, spells, etc. - are written with a capital letter. Abbreviations: GO - Main Guard (strong guard (value=45000) between zones, starting for players), Mage Guild - Mage Guild.
Perhaps it would be more correct to replace "castle" with "city", but somehow this is too unusual.
Accordingly, in section II, I have edited the terminology: respawn -> zone, upgrade -> improve, external dwelling -> Dwelling... and proper nouns according to PhysMiGu.
Also worked as an editor, corrected some stylistic errors and slightly reformulated part of the points to make them easier to understand (those that we did not touch during the discussion - 5.3., 5.7., 5.10.4., 5.10.5., 5.11.). THE MEANING OF THE RULES HAS NOT BEEN CHANGED ANYWHERE, only the FORM has been changed.
Read it. If everything is okay, I will translate section II into English.