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Posts from Interportal - autumn 2011 The battle of sites - autumn 2011

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#82
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numOne
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09/08/2011 numOne (blue, Rampart, Kirrh, Kirrh) Def Deep Mike (red, Castle, Valeska, Wistan), SoD, balance, 126

In addition to Kirrh, Gunnar joined – together they quickly cleared all the valuable resources on the three resource nodes. The result of the first day: 3 towns (his own and 2 dungeons), a hidden stash of Pegasi, Kirrh at level 10 with offensive, earth, and experience tactics, the Sword of 2/2 was obtained, Greaves of 1/1, +1 to speed, Kirrh visited a couple of upgrade locations – already impressive. He built stables in the citadel and portals in the dungeons.
On the second day, he gathered 30+ Pegasi and Centaurs, broke the enemy’s defense on node 2. The next day, with the loss of half of the Dwarves, wood, and a few Centaurs, he captured 2 resource nodes (on the portal): Djinns and Master Djinns. The units run around the desert – the entrance to the treasure behind the Angels and another resource node – Master Djinns on the grass near the red player – is visible. On the next turn, he brings the unbought Dwarves – attacks the Djinns. This time, they turned out to be smarter – they cast spells on each other and ultimately killed all his Dwarves, 1 Centaur, 7 Pegasi, and slightly damaged the Grand Griffins. He brings the units back, the red player’s capital is visible, but behind a mountain; he plans to take it on the next turn. On his turn, the red player kills 1 of his units, brings a treasure chest, and sends it back. He moves – opens the map and sees a reinforcement – Wistan with Champions stands a couple of squares away from the capital, and inside are 9 Monks under 50 Marks and several Pikemen. Kirrh can’t reach, Gunnar attacks Wistan with 2 Champions, he buys himself off by shooting an arrow for 30 damage. He sends the troops back to Kirrh. The stats are now 10 10 6 3. The opponent has about 3 8 3 1. The red player decides not to continue.
VICTORY!:smile03:

Thank you for the game!

Good game, I just wanted to ask why you took Wisdom... are there high-level artifacts in the balance version?
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#83
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Javdet
Good game, just wanted to ask why he took Wisdom... is there high-level Wisdom available in the boxes in the balance?

Andryukha wanted to build a level 5 building:D
"РЫЦАРЬ АПОКАЛИПСИСА"

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#84
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Javdet
Good game. I just wanted to ask why you took Wisdom. Does high-level Wisdom ever appear in the boxes in the balance?

I just automatically take it after playing Heroes of Might and Magic, where it's a must-have by the third week.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to Pit for LM
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#86
"Home rules" for games vs Life-of-Heroes, League World of Heroes and HeroesAlliance:

The rules correspond to The rules of HoMM 3 online games for seasonal ranking tournament
with the differences for Spider and 8mm6a templates, which are declared as our home templates in matches HW vs LoH, HW vs HA and HW vs LWoH:

Differences for Spider and 8mm6a templates:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Dirt roads restart. It is taken by the will of any player immediately after map generation.
- It is allowed to move between zones without fighting misplaced guards.
- If there is 1, 6, 7 level creature upgrade in Conflux or 4 level creature upgrade in Necropolis in computer's castle, it is forbidden to upgrade your creatures of that levels or buy upgraded version of that creatures. If there is Necromancy Amplifier built, it is forbidden to build vampires upgrade and it is allowed to use additional skeletons gained through bonus to necromancy skill.
- It is allowed to use DD 2 times a day if a caster has expert air magic.
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#87
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WoH Team:
Black Moses - 619027425
Danyt - 574028381
Lech - 632633085
M4-Masterkey - 603968265
Predrix - 612884464
Razer - 637011638
Smok - 646061395
Szeryf - 586432454
Wawrzyniec - 556011751
Wojrad - 584927860

Reserves:
Emil - 570427603
Hood -
Jansen -
Jany -
Pentacz -

WoH Rules http://www.h3.ligaheroes.pl/regulamin.html

According to these rules, we play the following templates: Jebus XL 130%, 2sm4d3 L+U 130%, PC2 L 130%, PC2 M 130%
1. FMG (Fight Misplaced Guards)
Players must fight the guards (neutrals) of zone connections, minerals (i.e., those lying next to a windmill/bank), and artifacts, even if it is possible to avoid the guard.
See notes:
- If a zone connection has more guards, it is enough to fight one of them;
- If there are more connections to the next zone, each connection must be treated separately, requiring a fight with the guard;
- If the opponent defeated a zone guard, the player is free to pass as well;
- If there is a random map generator bug and there is no guard to another zone or it is weaker, it is not allowed to go through;
- If neutrals guard only a mine, the player is allowed to take resources lying around;
- Players are not allowed to take the treasure first and then fight the neutrals;
- A player using DD/Fly must respect the FMG rule (first fight the guard and then enter the zone or take the treasure);

2. No first-day (red) rush
On the first day of the week, the red (previous) player is not allowed to use units from the new week against any units or flagged locations of the blue (next) player.
See notes:
- The red (previous) player cannot block any passages with units from the new week to stop the blue (next) player from delivering units from the new week;
- If the red (previous) player defeated a zone guard of the blue (next) player using units from the new week, they are not allowed to take any flagged locations;
- Units from new heroes are not a new army;

3. No Hit & Run
A player cannot retreat/surrender from the battle if they dealt more damage than the opponent – in the first three rounds. Counterattacks are not included. It is not allowed to use magic level 3+ by level 11+ heroes from prison.

4. No joiners
It is forbidden to join any neutral units. This does not refer to units from Pandora's Box.

5. Necropolis
Necromancy can only be used to compensate for losses. The number of skeletons (or any other units from the necromancy skill) must match at the end of each day.
See notes:
A player with Necropolis cannot build creature dwellings in other Necropolis (not including citadel, castle) on random maps Panic and Balance (PC) templates, and on the fixed map named Blockbuster.

6. Conflux
It is allowed to recruit only half (rounded up) of firebirds/phoenixes. The limit also applies to the dwelling.

7. Dwellings
A player may use only one 7-level dwelling. This does not apply to enemy dwellings.

8. No bank upgrades
It is forbidden to upgrade units from griffin conservatories or dragonfly hives.

9. Scrolls 4-5 lvl
Using 4-5 level scrolls is allowed for heroes that have an adequate level of wisdom and mage guild.

10. Game bugs
It is not allowed to use game bugs.
See notes:
Not allowed to:
- reduce neutral armies – allowed to retreat/surrender/lose one time attacking non-upgraded guards with an upgraded stack inside (zone, Utopias, and Pandora's Boxes guards);
- use the Artifact Merchants bug, which enables a player to recruit units for the opponent's resources;
- use Ghost Hero – a hero without units;
- sell artifacts above their value;
- check the skills and spells of enemy heroes.
Exceptions: watching the quantity, earnings, and garrison of enemy towns and the number of units that your opponent is able to buy.

11. Weeks/Months creatures events
A player can claim to load an autosave if there are double or +5 population of 6-7 level units.

12. Restart
Players can take 2 restarts (1x111+1x113): 1 on the first day and 2 not later than the third day of the first week.
See notes:
Immediate restart if there is a Dirt Road, if the starting hero isn’t level 1, if the starting town has no fort, or if the player starts with more than 1 town.

13. Hill Fort, Cartographer, Grail – removed from the map with file objects.txt
It is not allowed to use Hill Fort, Cartographer, and Grail.
We play with the file – objects.txt – which reduces unwanted blocks from the map by removing unnecessary objects (i.e., removes obelisks, Fort, Cartographer, Tents) and adds the possibility to generate Crypts on Lava, Rough, and Subterranean.

14. Pat situation
If both players are not going to finish the battle, then the attacker must flee/surrender. If, for example, 100 golems cannot kill 1 ghost dragon that flies away, the player avoiding the clash (here, the dragon) must always flee/surrender.

15. DD, Fly

Dimension Door and Fly can be used only once per day (for each hero), and we cannot cross any zone using these spells.

Different rules apply to PC2.

PC2 is a Polish balance:

No necro,

No dwelling – removed from the map with file objects.txt
Conservatory Gryphon: you will not get angels – crbanks.txt
about 1lvl - 3000 gold + 6 wood and 6 stone
about 2lvl - 7000 gold + 8 wood and 8 stone
about 3lvl - 10000 gold + 11 wood and 11 stone + 1 treasure
about 4lvl - 13000 gold + 15 wood and 15 stone + 1 minor
Dragonflies hives: you will not get wyverns
about 1lvl - 2500 gold + 4 wood
about 2lvl - 3000 gold + 6 wood + 1 treasure
about 3lvl - 3500 gold + 8 wood + 1 minor
about 4lvl - 4500 gold + 12 wood + 1 major

We play with the file – objects.txt – which reduces unwanted blocks from the map by removing unnecessary objects (i.e., removes obelisks, Trading post, Fort, Cartographer, Tents).

sptraits.txt - includes all information about spells. Changes: in the town guild, there is no DD, Fly, TP, Waterwalk, Scuttle, and Summon Boat; Magic Mirror is now a level 3 spell.
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#88
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HW vs HP.
Pit for LM (blue, Castle, Valeska, Dheremif) def Palach (red, Tower, Neela, Crag Hack), panic, 124.
Opponent chose three restarts on 111, I took 2, in the last generation I see a Griffin Conservatory, some gold, upgrades and Dheremif, decided to play, even though the archers aren't built and there are only 21 of them, and there's no one to speed boost with.
On 112 I already have 7 heroes and 8k gold, I see armor +3 to magic. On 113 the lookout tower shows luck — a passage to the necro respawn along the road generated through a mercury mine. According to HW rules, bugged passages can be used, which I happily took advantage of (I mean, why strike the sharpshooters two days away over rough terrain). Found a stable there on 114, captured a village on 115. Meanwhile, at the respawn, another Griffin Conservatory was found, a tier-two (the first was 3-4, turned out to be 3). Well, I'm on a roll. Also took a Pandora's Box on 115 for basilisk worth 5000 experience. On 116 I have mass haste. On 117 I stop near the stable, built cavalry and a citadel, no gold left.
On 121 I see Crag Hack in the neighboring zone, but the passage, fortunately, is over rough terrain. I run to the Griffin Conservatory. 122 — I take a Dwarf Cottage by 15, stop at the Griffin Conservatory. Crag Hack runs off somewhere. 123 — I take 2 angels with the loss of 2 crusaders, 1 champion and a dozen pikemen, stop to strike up camp and replenish magic. Village Mage Guild level 2.
On 124 news arrives of Crag Hack's death in a max-hive. Could have been interesting — the Mage Guild level 4 offered Armageddon:smile51:
Thank you for the game.

News from the Portal.

Confirmation from Sir Deep Mike:
I lost to numOne with no chance. Just unreal, everything was normal for me, I was building normally and leveling up my hero, was supposed to build angels on the second week. But my opponent, on balanced and at 160% to boot, by mid-second week had greided and bought all the troops, broke through 3 Griffin Conservatories with 80 genies each, 2 of them greided, almost without losses to his main troops, and that without even having slow... His Kira's stats were 10-10-6-3, which for the second week on balanced is just something. Demoralized, I also decided to run my main to visit +1 morale, and 1 tile short of home to return — though sitting in a siege clearly wouldn't have saved me even with building angels.
Draw for HP vs Bay from redwhait:
Alone - FireToSky_HB mini-nostalgia
Neoandy -Kobra_HB Anarchy
Vitalic - Stinger_HB Anarchy
Redwhait - AlexTheGreat_HB Anarchy

The away field will be a little later.
Their rules agreed to WT under SoD, template 8mm6a.
And a message from Sir Neoandy:
Played with Kobra until 4:20 AM (day 137) and it seems he fell asleep , but didn't want to surrender after killing the daddy
I'm going to sleep too, hopefully we'll finish it tomorrow
Update:
The turn never passed to me, the cyclopses didn't just give up the red boots.
We have our first victory! Details tomorrow.
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#89
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Javdet (blue Rampart, Kirya, Kirya) def. Alone (red Warlock, Valya) in a mini-match, 115 SOD. Alone surprised with a spell, then there were connection issues. Unfortunately, the game didn't really happen - Valya was controlled by the computer, but there's a result.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#90
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Heroes Alliance Team vs HeroesWorld

HeroesWorld House Rules:
Satyr Spider (484800548)
LeBron Spider (550279567)
Javdet 8мм6a (432146477)
Sevensan 8мм6a (335665133)

Heroes Alliance House Rules:
Klimsonbless (562455110) - panic 130% L-U 8 minutes
Inomagic (601029739) - 2sm4d(3) L+U 160% no time
Maly Farciarz (558692775) - 2sm4d(3) L+U 160% no time
Dorsaj (632265954) - balance pc2 m 130% no time

templates http://legendyheroes.pl/download-templates.html

Heroes Alliance House Rules

- We break through the shifted guards:
No objects can be taken from under the shifted guards, including campfires, resources, and chests. If there are several guards on the passage, you can break through any of them. Obviously, you cannot use bugged passages (through a mine or a shifted mountain).
Notes:
* You can collect piles near mines without killing the guard;
* if the template provides for a passage without a guard, then it can be used (for example, balance);
* if you can get to a certain zone through several passages, and one of them has already been broken through, then to use the rest, you need to break through their guards as well;
* if there are many guards at the passage, and you saw that one of them was broken through by the opponent, then you can use the passage without fighting the remaining guards;
* if a resource or chest is located near a shifted guard, and it is unclear whether it should be guarded, then it can be taken.

- Direct Damage and Flight are prohibited;

- scrolls of levels 4-5 are prohibited;

- necromancy is prohibited - you need to disband the raised skeletons after each battle;

- you cannot recruit neutrals (except for Pandor and quests);

- you cannot build the Grail;

- you cannot visit the cartographer;

- you cannot upgrade creatures in the fort on the hill;

- you cannot upgrade creatures from hives and conservatories;

- Red Rush is prohibited. You cannot attack heroes and cities, or occupy an unguarded city on the first day using the growth bonus. You cannot buy a new army, use it, and then attack with old troops. For example, if you buy a Shakti with 3 stacks of troglodytes, you can only attack the opponent using one troglodyte. You can buy an army of the old growth and attack with it;

- Hit & Run is prohibited. You cannot run away or surrender during the first three rounds of the battle if you have inflicted more damage on your opponent than he has on you. You can run away or surrender in any case if this is the first action you take. Damage is counted based on the health of the dead creatures. For example, if 299 damage is dealt to a black dragon, it is considered 0;

Bugs:
- you cannot pass through bugged passages (without a guard or through a mine);
- you cannot use such bugs as "reducing the number of neutrals", "viewing the hero", "selling artifacts at inflated prices";
- "reducing the number of neutrals": you can only break through once against an un-upgraded guard with an upgraded stack if it guards something important (an inter-zone passage, an artifact, Pandor). You can break through non-critical objects as many times as you like.
- you can use the "view city" bug.

Stalemate:
the player with the smaller army must run away or surrender.
Examples: the attacking player has 5 hydras, the defending player has 1 phantom dragon. The defending player must surrender, run away, or fight the hydras. If there are shackles, the players must attack each other every round. If both players take a defensive position (for example, 1 centaur against 1 centaur) for 3 rounds in a row, then the attacker must run away in the fourth round - at the same time, in this round, the defender cannot cast spells or attack with his creatures (for example, you cannot cast resurrection)

Choice of castles and color:
Standard draft.

Restarts:
2x111 or 1x112.
- if the starting hero is not level 1;
- on slow roads.

On balance PC2:
Conservatories give resources – crbanks.txt
1lvl - 3000 gold + 6 wood and 6 stone
2lvl - 7000 gold + 8 wood and 8 stone
3lvl - 10000 gold + 11 wood and 11 stone + 1 artifact of type treasure
4lvl - 13000 gold + 15 wood and 15 stone + 1 artifact of type minor
Hives also have resources:
1lvl - 2500 gold + 4 wood
2lvl - 3000 gold + 6 wood + 1 artifact of type treasure
3lvl - 3500 gold + 8 wood + 1 artifact of type minor
4lvl - 4500 gold + 12 wood + 1 artifact of type major
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#91
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Home templates - Jebus and Balance. Home rules for Life of Heroes: http://www.heroes.xz.lt/phpBB3//topic/200/ The rules are similar to the rules of the Heroes Alliance team, and there are also additional restrictions: - Angel Wings are prohibited; - You cannot capture more than one 7th-level dwelling of each race; - Doublebuild is prohibited (you cannot build dwellings of creatures of levels 3-7. For example, if you start with Dungeon and capture 2 Barbarians, you can only build 1 Barbarian and Dungeon dwelling); - You cannot collect the Necropolis King's Cloak; Necromancy is allowed (you do not need to dismiss skeletons); For balance, there are also the following differences: - Necropolis is prohibited (it cannot be chosen as a starting city, and you need to dismiss all raised skeletons); - Conflux is prohibited (it cannot be chosen as a starting city); Balance is played on L-U, difficulty 130, time per turn 8 minutes, monsters are strong, no water. Jebus is played on XL-U, difficulty 130, time per turn 10 minutes, monsters are strong, no water. If both players agree, the game is played with no time limit.
In reply to Pit for LM
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#92
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WoH House Rules http://www.h3.ligaheroes.pl/regulamin.html

The following rules apply to the templates: Jebus XL 130%, 2sm4d3 L+U 130%, PC2 L 130%, PC2 M 130%, which WoH declares as house rules in a match against HW.

1. Clearing Guarded Paths
Neutral creatures guarding paths, resources, and artifacts must be cleared, even if they can be bypassed.
Notes:
- If a path is guarded by more than one group of neutral creatures, only one group needs to be cleared;
- If a zone can be accessed through multiple paths, and one of them has already been cleared, the guards of the remaining paths must also be cleared to use them;
- If an opponent has cleared the guard, the path can be used;
- Bugged paths cannot be used;
- It is allowed to take creatures from mines;
- It is not allowed to first collect resources/artifacts and then kill neutral creatures;
- If control is used, the guards must still be cleared, including the guards of paths to adjacent zones;

2. Red Rush is Forbidden
With the new growth rate, it is not allowed to attack the blue player or occupy their colored objects.
Notes:
- It is not allowed to block the blue player's path with the new growth rate, preventing them from bringing in new troops;
- If the guard in the blue player's zone is killed using an army from the new week, it is not allowed to take their colored objects or attack them, even with old troops;
- Troops from new heroes with a new army do not count;

3. Hit & Run is Forbidden
It is not allowed to run away/surrender in the first three rounds if more damage has been dealt to the opponent than they have dealt to you. Counterattacks do not count. It is not allowed to use level 3 or higher spells with heroes from the dungeon who, upon release, had a level higher than 11.

4. It is not allowed to recruit neutral creatures (except for those from the Pandora quests).

5. Necropolis
Necromancy only compensates for losses. The number of skeletons (or other creatures obtained through necromancy) is counted at the end of each day.
A player starting with the Necropolis faction is not allowed to build creature dwellings in other Necropolis factions (Stronghold or Castle) on the balance template.

6. Conflux
Only half (rounded up) of the Phoenixes can be recruited. This also applies to stashes.

7. Stashes
Only one level 7 stash can be claimed. Enemy stashes can be taken without restrictions.

8. It is not allowed to upgrade Angels or Wyverns from Conservatories and Hives.

9. Level 4-5 scrolls can be used by heroes with the corresponding wisdom level after building the corresponding level of the Guild of Mages.

10. Bugs cannot be used.
Notes:
It is not allowed to:
- reduce the number of neutral creatures - we only attack the guards of paths, utopias, and Pandora once;
- speculate with artifacts, i.e., we do not sell them at inflated prices and do not buy them at the expense of the opponent;
- use ghost heroes (heroes without troops);
- view the opponent's hero.
Exceptions: it is allowed to view income, the garrison of the opponent's cities, and the number of creatures they can buy.

11. Monster Weeks
An auto-win can be requested if a monster week of level 6-7 is generated.

12. Restarts
111 and 113
due to slow paths, not on level 1, due to having more than one city at the start, due to the absence of a fort.

13. Fort on a hill, cartographer, Grail – are not generated due to the corrected objects.txt
And if they are generated, they cannot be used.
The Polish players play with a modified objects.txt – it removes unnecessary objects (obelisks, fort on a hill, cartographer, keyholders) and adds tombs on lava, stones, and in the dungeon.

14. Pact
The attacking player retreats.

15. DD, Flight
DD is used once, and we do not fly through inter-zone guards.

On the Polish balance PC2, the rules are special:

We do not play as Necropolis.
There are no stashes – they have been removed from objects.txt.
Conservatories provide resources – crbanks.txt.
Level 1 - 3000 gold + 6 wood and 6 stone
Level 2 - 7000 gold + 8 wood and 8 stone
Level 3 - 10000 gold + 11 wood and 11 stone + 1 treasure artifact
Level 4 - 13000 gold + 15 wood and 15 stone + 1 minor artifact
Hives also provide resources:
Level 1 - 2500 gold + 4 wood
Level 2 - 3000 gold + 6 wood + 1 treasure artifact
Level 3 - 3500 gold + 8 wood + 1 minor artifact
Level 4 - 4500 gold + 12 wood + 1 major artifact

sptraits.txt - this file slightly changes the magic. There is no DD, flight, teleport, walking on water, spells on a boat, and the magic mirror has been moved to level three.
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#93
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I created a website where I will post news from the interportal and other news about international online tournaments - http://h3cup.net/ The site is currently in the early stages of development; I will later change the design, add menus, some options, a forum, etc. I am ready to listen to suggestions for the site. Enjoy.
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#94
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nice site =) It would be great if you could add a table there for convenience, so you can see the current results.
ICQ 335-665-133
Discord Sevensan#3379
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#96
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nice! That's a different story.
ICQ 335-665-133
Discord Sevensan#3379