Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Although, personally, I don't think that an automatic report is much more convenient. Rather than choosing a hero from a list, it's easier to just type his name.
I'll say even more - an automatic report is much less convenient. You can simply time how long it takes to write the header manually and how long it takes by clicking with the mouse. The difference is several times. That's why I've never used Baev's system. Now I have to use the portal system, and I'm not thrilled with the need to search for Tazar in the list of heroes instead of typing his name, and the list is also poorly sorted with Russian city names.
I got caught in the city... I spent a lot of mana before the final battle, and it's unclear why, as it didn't really help in the end. Also, I wasn't prepared for my opponent having an anti-blindness spell. Overall, like usual lately, everything was going well, but I made a mistake. Thanks for the game.
I'll even say more – the automatic report is much less convenient. You can simply time how long it takes to write a header manually and how long it takes by clicking with the mouse. The difference is several times. That's why I never used the Baev system. Now I have to use the portal system, and I'm also not thrilled with the need to search for Tazar in the list of heroes instead of typing it, and it's also poorly sorted with Russian city names.
I'll defend our native resource:smile19: The automatic system on the portal was created not so much to simplify the process of creating reports, but to automate the calculation of the rating, and it mainly copes with this. It's not surprising that a person who has written hundreds of reports by hand will do it in a familiar way a few seconds faster than in the automatic system. Write 20-30 reports in the automatic system, and it will be faster than doing it manually.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
Van (Red, Stronghold, Gundula Gundulovich) def P.Alexei (Blue, Swamp, Indra, Xy) 8mm6a 211 He dominated, but his execution was weak, and his opponent performed worse, resulting in this outcome. Thanks for the game.
Haven (Red, Castle, Gundula Gundulovich) def P.Alexei (Blue, Swamp, Indra, Xy) 8mm6a 211 He had a good advantage, but he didn't capitalize on it, and his opponent performed worse, resulting in this outcome. Thanks for the game.
seems like a double elimination :) but why does everyone have only one game?
according to this system, the losers in the first round form a second (lower) bracket. Then, up to the final between the upper and lower brackets, all losers in the upper bracket go to the lower bracket, and losing 2 times results in elimination from the tournament.
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...
FireToSky
Auto-translated
FireToSky (red, Rampart, Aeris) def Dirty_Player (blue, Tower, Theodore), 8mm6a, 135, no experience and bank Week 1 had tons of gold, external dwelling of pegasi, dwarves, and 3 external dwellings of knights in an adjacent zone, where I successfully night-stayed on day 117, leveling Aeris to lvl 7 and so on speedily. 121 - upgrade pegasi - speed boost 122 - I take the central Inferno village - hello demons :) Then I ran around, messed up with the computers, and after playing Spider and 8xm12a decided that Chayny and Pink were nearby (both Inferno), in the end I took Conflux first, then barely took Inferno on day 131, building up to Pits in the central village Week 3 started the demon slaughter with taking cons and Dragon Utopia via resurrection. Second try got me Dimension Door and I was planning to take more Dragon Utopias, but Kostya couldn't wait - after getting Dimension Door, he jumped into the central Inferno, killed a scout hero with elves and Pits there, and night-stayed there:) Papa couldn't reach, but first aid in the form of turboBrisa with Expert Air, an Implosion scroll at 380 and 27 mana quickly reacted to such insolence Ours: 96 greater demons, 8 angels, 3 efreets, and cannon fodder (9-3-7-27); theirs: 8 angels, 8 mages, and cannon fodder (3-2-7-120). I immediately cast Protection from Air (since the scout was killed by Implosion), probably the first time I used magic protection against a player :) Kostya tried to break the catapult, but the demons still got through, then elemental summoning began, the demons got morale and simply reduced Kostya's chances to zero! Thanks for the interesting game!
FireToSky (red, Rampart, Aeris) def Dirty_Player (blue, Tower, Theodorus), 8mm6a, 135, no experience and bank
Confirmed. The start was very difficult. On one side, a block of 50-99 earth elementals, can't reach the computer by road. Had to go around. On the other side, I went and found external dwellings of necro horses and necro dragons, which I painted on the first week. But at home, a very modest build of mages in the Stronghold :( Through the teleporter, I broke into some godforsaken part of the computer's spawn, where I saw a stable and a Griffin Conservatory, and spent the night there, dad on turn 117. On turn 121, I gathered a pathetic growth, horses and the dragon, and went into the throne conservatory out of desperation. It turned out to be a two-stack one, which I took with a tight squeak. Life seems to be getting better. Started building a Mage Guild at home, and went for a prison along the way. Dunno why I went there, I should have run straight to the center. Went late, took the boots and another prison. On turn 127, I sped up near the computer to take its growth of bears with the castle. But I blundered and got greedy for the conservatory and as a result didn't make it to the castle by 1 step :smile11: In the end, the bot bought troops and even killed my angel during the siege :mad: . I start tilting, run for conservatories, scout heroes, and resources. Break into the main area. Build Mage Guild level 5, but miss, library also miss. Decide to go on foot. The next day, I finally get Dimension Door and I joyfully flew to storm the red Inferno. Killed a scout with elves and pit fiends. Decided to spend the night in the castle, realizing that dad wouldn't make it this turn, but didn't pay attention to Brissa, standing alone in a corner on a goblin. :confused: Who knew she was a good level with the right spells. In the final, there was a chance to hold out by killing the catapult and summoning a few stacks of elementals, but Protection from Air changed my plans, I had to use Ice Bolt... Then Mass Haste and :smile16:. There you have it, Brissa on a goblin... There was of course the option not to go on the attack, but to jump around treasures with 2 Dimension Doors... But I understood that the opponent most likely had Dimension Door too and decided to take the risk. Thanks for the game, Vanya. Very fun running around. Javdet
Playing WT almost for the first time, a number of changes... not used to it yet =)
111 7 heroes. Respawn in the center, but large. 2 orc external dwellings are quite far, stables, consa, Dragon Utopia, lots of gold (which is apparently characteristic for WT with scroll replacement). 113 Started by habit with Soda to level up Grindan, was unpleasanty surprised that he has no slow (it's at level 2 in WT Oo). Near the stable there is a hut with logistics =) ran everyone through it. Grine was offered fire, and I intuitively understood that it would be useful (even though I didn't know town portal comes from fire here Oo). 117 Houses 1-5,7 in Castle, painted the orcs.
121 headed into the underground, hit a block of 50+ gorgons guarding the dragon external dwelling Oo (isn't that too many?), turned back. By the end of the second turn came out to my own treasure zone, there are bird and cyclops external dwellings. 127 got Pandora with 20 crusaders. Houses 1-7 Castle, second turn birds in citadel. There is a shield +3+3 and sword +6
136 killed the green computer player, spent the night there at the Dragon Utopia 137 Lewis arrives with attack 21 =) Dragon Utopia is small, they give armor and handcuffs, I'm fighting toward my home. As usual, some weird stuff happens))) I crashed one crusader (survivor after the Dragon Utopia) into a stack of 24 gorgs ))) with handcuffs)))) auto-battle obviously failed, it was scary to look at them manually))) mass curse and arrow saved me)) crashed into neighbors.
141 In the home Dragon Utopia everything is tastier on the third turn - helmet +6 al, books of water and air. 142 upgrading the weirdos, Dek neglected scouting, unsuccessfully left a hero with artifacts on 20 snakes, I attacked with handcuffs. Didn't spread out against the berserker, lost a stack of 30 birds, but took all artifacts and КО getting control. Ran around a bit more after that, and finished. Thanks for the game.
05/24/2011 Sevensan (Blue, Stronghold, Gundula, Grindan) def Dekontaminator (Red, Swamp, Rosic, Rosic / Loinis) WT 8mm6a 146 I'm playing WT for almost the first time, there are some changes... it's not familiar yet =) Thanks for the game.
The distribution was pretty good. After gifting Grindan with all the artifacts, I asked my opponent if he had any control and then conceded. Thanks for the game. P.S.: This is the second time in this tournament that the outcome of the game was decided by the "wave of death"!
С уважением, Деконтаминатор. Hello from ancient novice! ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
I'm playing WT for almost the first time, a number of changes... not used to it yet =)
When creating the tournament thread, I didn't even think there would be people who don't know what WT is. There is some kind of myth that WT is a completely different game and that in order to learn how to play it, you need to read many different books :D And our people don't like to read, especially since the manual contains about forty-plus pages. :eek: To dispel these doubts, I have selected a small excerpt from the TE manual, taking only the most essential parts. Let's start in order. There is no point in talking about interface improvements; everything is obvious anyway (although this is a matter of taste, HD-mod still exists). I will try to briefly list the differences between WT and SoC, without additional options enabled.
1. Heroes All starting heroes and the native hero in the left tavern window always arrive with three stacks of monsters. The hero in the right tavern window arrives with a single unit. Artillery, first aid, and archery specialists arrive with corresponding war machines.
Some secondary skills and starting spells of heroes have also been changed. Knights: Lord Haart - B.Estates + B.Leadership –> A.Estates Sir Mullich – banned from hire Clerics: Loynis (spec. Prayer) - starts with the Bless spell Sanya (spec. Eagle Eye) - changes spec to Cure, Dispel –> Cure Rangers: Ryland - B.Diplomacy + B.Leadership –> A.Diplomacy Druids: Gem - starts with the Cure spell (instead of Summon Boat) Uland - remove B.Ballistics, leave only A.Wisdom Coronius (spec. Slayer) - changes spec to Bloodlust, Slayer –> Bloodlust Malcom (spec. Eagle Eye) - changes spec to Prayer Melodia (spec. Fortune) - changes spec to Bless, Fortune –> Bless Alchemists: Torosar - change B.Tactics to B.Artillery Iona (spec. Genies) - changes spec to Archery, B.Intelligence –> B.Archery Wizards: Solmyr (spec. Ch. Lightning) - starts with the Magic Arrow spell Theodorus (spec. Magi) - change B.Ballistics to B.Archery Daremyth (spec. Fortune) - changes spec to Precision, Fortune –> Precision Serena (spec. Eagle Eye) - changes spec to Land Mines, Dispel –> Land Mines Demoniacs: Xeron – banned from hire Heretics: Ayden - starts with the Disrupting Ray spell (instead of View Earth) Xyron (spec. Inferno) - starts with the Fire Wall spell Death Knights: The Necromancy skill is removed from the game, and the second skill of all Death Knights is doubled. Moandor (spec. Liches) - starts with the Precision spell (instead of Slow) Isra - change A.Necromancy to A.Pathfinding Necromancers: The Necromancy skill is removed from the game, and the second skill of all Necromancers is doubled. Aislinn (spec. M.Shower) - starts with the FireBall spell Sandro - starts with the Magic Arrow spell (instead of Slow) Thant (spec. Animate Dead) - starts with the Shield spell Vidomina - change A.Necromancy to A.Diplomacy Nimbus (spec. Eagle Eye) - changes spec to Resistance, B.Necromancy + B.Eagle Eye –> A.Resistance Warlocks: Alamar (spec. Resurrection) - starts with the Blind spell Jeddite (spec. Resurrection) - starts with the Cure spell Deemer (spec. M.Shower) - starts with the Magic Arrow spell, Scouting is lowered from Advanced to Basic level Geon (spec. Eagle Eye) - changes spec to Lightning Bolt, starts with the Magic Arrow spell (instead of Slow) Barbarians: Crag Hack - change A.Offense to B.Offense Battle Mages: Oris (spec. Eagle Eye) - changes spec to "+2 ore per turn" Vey (spec. Ogres) - changes spec to "+350 gold per turn" Zubin (spec. Precision) - change B.Artillery to B.Archery Gundula - starts with the BloodLust spell (instead of Slow) Beastmasters: Tazar - change A.Armorer to B.Armorer Witches: Voy - starts with the Quicksand spell (instead of Slow) Tiva (spec. Eagle Eye) - changes spec to "+2 wood per turn" Planeswalkers: The specialty for all eight has been adjusted according to corresponding elementals (it now also depends on the hero's level, as with other races). Elementalists: All elementalists have primary stats: 0-0-2-2 Grindan - starts with the Shield spell (instead of Slow)
The number of monsters arriving with the hero has also been changed. You can read the manual for minor changes to heroes' troops.
2. Secondary Skills and Specializations. Quantitative changes and additional properties of secondary skills (Basic, Advanced, Expert). - Learning – (20, 50, 100); - Sorcery, Resistance – (10, 20, 30); - Scouting – +(1, 3, 5) cells of vision; at expert level, the hero can retreat (enter the right tavern slot, losing troops) without battle, directly from the map. A scout hero who reaches level 7 receives the Visions spell in their book - Eagle Eye – the hero can peek at (1, 2, 3) spells of the opponent not higher than level (3, 4, 5). For high-level magic, corresponding Wisdom is also required. For a spell to appear in the book, the opponent must use it in battle (6, 4, 2) times. At Basic, the hero must win the battle; at Advanced and Expert, they will receive new spells even after a lost skirmish. Also, a hero with at least basic skill who reaches level 7 receives View Air and View Earth spells in their book - Mysticism – restores (3, 6, 10) mana units or (5, 10, 20) percent of the maximum amount (whichever is greater) per turn; - Navigation – when boarding a boat, only part (75%, 50%, 25%) of the hero's Movement Points are lost. The bonus for moving over water is preserved. A hero who reaches level 7 receives the Scuttle Boat spell in their book - Tactics – a hero with this skill gains the ability to use a reserve squad. With basic Tactics, troops of levels 3-5 can be hidden; with advanced, 2-6; with expert, any. - Archery – gives +1/3/6 ammo; at Expert level, an ammunition wagon can be purchased - Ballistic – gives +1/2/4 cells for shooting without penalties; at Expert level, one also ignores penalties for shooting through a wall - Artillery – gives +5/10/15% to ranged attacks; at Expert level, a war machine can be purchased; artillery specialists also receive an additional 5% per level to the percentage growth of ranged attacks.
Specializations - Logistics specialists will regardless of level receive an additional 5% bonus to this skill, i.e., they will have (15, 25, 35)% instead of the standard (10, 20, 30)%; - Monster specialists, upon reaching hero level 7, will additionally add [25%] to the troop's health in battle. Also, the growth of this monster in player cities will increase (+1 for 6th level, +2 for 5, +3 for 4, +4 for 3, +6 for 2, +10 for 1). - First Aid specialists from level 7 will additionally receive (10*level)% to tent hit points. - Artillery specialists from level 7 will additionally receive (5*level)% to ballista hit points. - Money specialists bring [250+ 100*level] coins per turn; resource specialists bring [0.75+ 0.25*level] resource units (for wood/stone [1.5+ 0.5*level]) per turn.
3. Magic - Town Portal moves to the fire school - Dimension Door moves to the water school. At expert level, it can be used 2 times. - Antimagic becomes a "universal" spell present in all magic schools. - The spells Visions, View Air, View Earth, and Scuttle Boat are removed from the Mage Guild, as they are now properties of secondary skills (Scouting, Eagle Eye, Navigation). These spells can be obtained either by leveling up the secondary skill or by the will of the map creator. Zero chances have also been set for the spells Misfortune, Magic Mirror, Disguise, and Slayer. By school: Air Magic Precision is lowered by 1 level, Haste costs 7 mana without the skill, Air Shield is lowered by 1 level, Hypnotize is doubled in strength – i.e., up to SP*50 + (10, 40, 100) Disrupting Ray removes (5, 7, 10) defense units, Counterstrike is lowered to level 3, Summon Air Elementals summons SP*(2, 4, 5) elementals. Earth Magic Slow is raised to level 2, costs 7 mana without the skill, Quicksand is lowered by 1 level, Sorrow is lowered to level 3, strengthening up to 2/3/3, Earthquake costs 12 mana without the skill, Animate Dead is raised to level 4, Resurrection has no chance of appearing in the Necropolis guild Implosion deals damage equal to SP*60 + (75, 150, 225). Fire Magic Land Mines is lowered to level 2, Frenzy is lowered to level 3, Fireball deals damage equal to SP*15 + bonus, Inferno deals damage equal to SP*20 + bonus, Slayer is lowered to level 3 and does not appear in the guild Armageddon is raised to level 5, deals damage equal to SP*40 + (30, 60, 120), its appearance in Rampart and Tower is allowed. Water Magic Weakness is lowered by 1 level, Cure is raised to level 2, costs 10 mana, strengthens up to SP*10 + (10, 30, 50), Remove Obstacle is lowered to the first level, Frost Ring deals damage equal to SP*15 + bonus, costs 15 mana, Summon Water Elementals summons SP*(2, 4, 5) elementals.
4. Artifacts Boots of Speed and Equestrian’s Gloves have been weakened. Now the boots give 400 MPs instead of 600, and the gloves 200 instead of 400. Legs of Legion increases the growth of 2nd level creatures by 6, not 5 Elexir of Life restores 100% hp, instead of +50hp.
Levels of some artifacts are changed. 1) Up: Scull Helmet (+2 Kn) – Treasure –> Minor Legs of Legion – Treasure –> Minor Ring of Vitality (+1 Health) – Treasure –> Minor Necklace of Swiftness (+1 Speed) – Treasure –> Minor Spirit of Oppression – Treasure –> Minor Boots of Speed – Minor –> Major 2) Down: Garniture of Interference (+5% Resistance) – Major –> Treasure Emblem of Cognizance (+15% Eagle Eye) – Minor –> Treasure Surcoat of Counterpoise (+10% Resistance) – Major –> Minor Statesman’s Medal – Major –> Treasure Diplomat’s Ring – Major –> Treasure Ambassador’s Sash – Major –> Treasure Pendant of Second Sight (AntiBlind) – Major –> Treasure Ring of the Wayfarer (+1 Speed) – Major –> Minor Purse of Gold (+500 gold) – Major –> Minor Everflowing Crystal Cloak – Major –> Minor Ring of Infinite Gems – Major –> Minor Everpouring Vial of Mercury – Major –> Minor Eversmoking Ring of Sulfur – Major –> Minor Arms of Legion – Major –> Minor Head of Legion – Major –> Minor Sphere of Permanence – Major –> Minor Necklace of the Ocean Guidance – Major –> Minor Dead Man’s Boots – Major–>Minor Boots of Polarity (+15% Resistance) – Relic –> Major Sack of Gold (+1000 gold) – Relic –> Major Sea Captain’s Hat – Relic –> Major
5. Monsters Phoenix speed has been reduced from 21 to 19. This is the only change in monster combat stats.
Cost, weekly growth, and number of neutral monsters on the map were changed. Separately, by script, phoenix and fire bird growth is set to 1/2/3 (1 with fort, 2 with stronghold, 3 with castle). You can read the manual for minor changes in low-level monster growth.
6. City Buildings Dependencies of city buildings on each other have been changed: Tower - Cloud Castle (giants) is possible without Altar of Wishes (genies), Inferno - Castle Gate is possible without stronghold and even without fort, Stronghold - wolf upgrade is possible without building the goblin upgrade, Fortress - gorgon upgrade is possible without building Marketplace and Resource Silo, Inferno - Pit Lords upgrade is possible without building Mage Guild, Conflux - pixie upgrade is only possible after building Resource Silo.
Cost of some buildings has been changed: Tower The cost of building the Mage Tower is reduced from 5 units of all special resources to 4. Cloud Castle cost increases to 7500, and its upgrade cost drops to 22500. Stronghold Instead of 20 crystals required for building Cyclop's Cave, you need 5gems+5mercury+5sulfur. Fortress 10 wood removed from the cost of gnoll upgrade.,
7. Other changes: There are changes that are introduced into the game by checking corresponding boxes in WT options; you can find out about them yourself by right-clicking.
As seen, there is nothing supernatural in the changes. Something was tweaked here and there, but it was done for balance. I hope that those people who say "WT is a different game" will not be too lazy to read my post and dispel all doubts.