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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 Pit for LM
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That clarification is actually unnecessary when discussing the opponent's strategy. It can be added as a footnote to the rule about staggered guards.
In reply to Pit for LM
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RiMpel2, +1
I mentioned 4 days specifically as a bad option, but still better than restarting after each block. But I disagree about 2 days – they canceled the restart after the mines (!?) – it will be more difficult for me and other weak players because of this.
648050691
In reply to Pit for LM
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With this shifted guard... If there's a guard on the passage – shifted, damaged by the opponent – then please, finish it off (if there are any guards left). It would be fair and logical. Attempts to create "freebies" will only lead to more misunderstandings. It's simple. If a guard is present (detected) on the passage, it must be killed (regardless of whether the opponent attacked it), and then the passage can be traversed.
In reply to rebellious
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rebellious
It's simple. If there is (or you find) a guard at the passage, you need to kill it (regardless of whether your opponent attacked it), and then proceed.
In my opinion, this complicates the rules. And often, one guard is a warrior, and the other is a sniper. They are deeply buried in the sand. Climb into a burning tank and die like a hero?
648050691
In reply to Pit for LM
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I would like to raise the issue regarding the fortress on the hill. Perhaps it shouldn't be completely removed, as it's a fairly significant structure that plays an important role in the game! It would be quite reasonable to allow creature upgrades if a corresponding building is constructed in the castle. Someone might say, "Just take Pandora and upgrade..." but perhaps you could allow creature upgrades only for creatures purchased in the castle or only for creatures purchased in the starting castle. This, for example, could significantly help in situations where money is tight, but you need to reinforce your army and quickly pass through the fortress on the next turn.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to Pit for LM
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R55Max, well, maybe it's just my opinion, but I think that any buildings generated randomly already make the game heavily dependent on luck. In my opinion, Fortress will only amplify this effect. Tell me later how it will work exactly: will you only be able to upgrade troops that you built yourself, and only of the type available in the castle? Well, that sounds pretty cool - you run around, collect Wyverns, then build a Wyvern lair in your second castle, upgrade them, and then upgrade them again in the Hill castle. I think it won't be about the pace, but about luck. That's just my opinion.
ICQ 653223455
In reply to Fidesxfx
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Fidesxfx
R55Max, well, maybe it's just my opinion, but I think that any buildings that the generator throws in already make the game heavily dependent on luck. In my opinion, the Fortress will only strengthen this effect. Tell me later how it will work exactly: will you only be able to upgrade troops that you built, and only of the type that is in the castle? Well, that sounds pretty cool - you run around, collect Wyverns, then build a Wyvern lair in the second tier, upgrade them, and upgrade them in the Hill. I think it won't be about the pace, but about luck. That's just my opinion.
I meant, for example, those purchased in the native castle, like horses in the stables. It's very convenient, for example, if you bought an extra hero, you buy an un-upgraded unit, and run off. You come back the next day or in two days, depending on the route, and upgrade them. So, it's just about the pace, and it doesn't break the rules. And, for example, you need a decent amount of money to upgrade Bears, but this way you can maintain the pace.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to R55Max
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Well, I don't know, it doesn't seem overpowered, but it does expand the rule set.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Pit for LM
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maybe it would be easier to upgrade units from level 1 to 5 in it, regardless of where you recruited that army?
In reply to Pit for LM
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Even if it’s 1-5, but if you can upgrade without rebuilding in the city, it will be different for everyone. For example, an upgrade for a Tower will be so-so, but for a Castle or Rampart, not to mention Elementals, upgrading them early on gives you a significant bonus. Although, for some, it might be quite useful, like the Swamp, which has an unjustified upgrade for Gorgons through a Warehouse; I don’t even know. Personally, I’ll stick to my opinion that it’s better to leave the Fortress alone and not touch it.
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In reply to Pit for LM
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The Fortress isn't guarded by a hundred goblins, so you can't just rush it on the first turn.
In reply to Pit for LM
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Well, we aren't even discussing the fact that the Fortress might not even be on the map. Previously, no one was interested in the Fortress, and no one tried to break through its defenses, so I think we can judge when it will be taken based on that. After all, even in Heroes of Might and Magic, luck plays a role on the first turn, which means the Fortress will be taken as well. I still believe that the Fortress is a matter of luck, and luck already plays a significant role in Heroes, so why increase its importance even more?
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In reply to Fidesxfx
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all the same, ГО is also beaten on the first turn, so Fort will be beaten too.
so maybe we should ban beating ГО on the first turn? :rolleyes:

I stand by my opinion: Fort is luck, and luck already plays a big role in Heroes, why increase it even more.

luck is cons 1+2+2+3+4 on your native respawn, while Fort somewhere far away is just a small bonus ;)
In reply to Pit for LM
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The point isn't about what to ban, but that GO and fort guards are completely different in terms of power. As far as I remember from what I've seen, the guards aren't that tough to break through, especially before week 1, day 7 you can do it, and by day 121 you can get, for example, birds and upgraded elementals. And luck isn't just about cons, but also about caches, arriving heroes, GO, object guards, and so on).
But cons are more of a bonus). Because if you don't find them on your resp, you'll find them on another). After all, what's the use of getting some hives and some cons, but all of them are guarded by snipers, liches, and other nonsense))) While your opponent may not have many of them, but will eat a measly 1-3 hives on the first week, because the guards there are some dwarves or mummies, and the breakthrough power is already huge.

Regarding the fort, I agree that it's a small bonus, but isn't it true that this small bonus can set a big pace?
Maybe it would be more appropriate to make it: usable starting from the second week. When the Castle is already built and it will be more for maintaining the pace than for increasing it.
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In reply to Fidesxfx
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if upgrading is allowed, and after building the upgrade in the castle, there is no imbalance. Provided that only those units that can be upgraded in that castle are upgraded.
Земля нуля.
Все в ней нулево и кукольно.

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