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fixed:)
Земля нуля.
Все в ней нулево и кукольно.
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Dear Creator!
Creator
It would be best to add an option to switch languages.
Yes, that would be the most convenient. Here are the report items in two languages. Game Date / Date of the game. Player 1 - the default nickname of the report author. Contacts - ICQ number, Skype login. Contacts - ICQ, Skype. Next, information about the game from Player 1: Color - drop-down list - red, blue, brown, green, orange, purple, teal, pink. Color - red, blue, tan, green, orange, purple, teal, pink. Button (check box) Random - if the castle is chosen randomly. Starting Town - drop-down list - Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, Fortress, Conflux. Button (check box) Random - if the starting hero is chosen randomly. Starting Hero - drop-down list. If the starting town is selected, only the heroes corresponding to it will appear: Castle: Orrin Valeska Edric Sylvia Lord Haart Sorsha Christian Tyris Sir Mullich Rion Adela Cuthbert Adelaide Ingham Sanya Loynis Caitlin Rampart: Mephala Ufretin Jenova Ryland Thorgrim Ivor Clancy Kyrre Coronius Uland Elleshar Gem Malcom Melodia Alagar Aeris Tower: Piquedram Thane Josephine Neela Torosar Fafner Rissa Iona Astral Halon Serena Daremyth Theodorus Solmyr Cyra Aine Inferno: Fiona Rashka Marius Ignatius Octavia Calh Pyre Nymus Ayden Xyron Axsis Olema Calid Ash Zydar Xarfax Necropolis: Straker Vokial Moandor Charna Tamika Isra Clavius Galthran Septienna Aislinn Sandro Nimbus Thant Xsi Vidomina Nagash Dungeon: Loreley Arlach Dace Ajit Damacon Gunnar Synca Shakti Alamar Jaegar Malekith Jeditte Geon Deemer Sephinroth Darkstorn Stronghold: Yog Gurnisson Jabarkas Shiva Gretchin Krellion Crag Hack Tyraxor Gird Vey Dessa Terek Zubin Gundula Oris Saurug Fortress: Bron Drakon Wystan Tazar Alkin Korbac Gerwulf Broghild Mirlanda Rosic Voy Verdish Merist Styg Andra Tiva Conflux: Pasis Thunar Ignissa Lacus Monere Erdamon Fiur Kalt Luna Brissa Ciele Labetha Inteus Aenain Gelare Grindan Main Hero - can be any of the above + a few additional ones, to be added at the end of the previous list: All starting heroes + Catherine Roland Gelu Dracon Xeron Mutare Mutare Drake Kilgor Bogarus Adrienne By default, you can make the main hero the same as the starting hero, as this is often the case, and if the main hero is different, it can be selected. Game Result - drop-down list - Victory, Defeat, Draw Player 2 Information about the game from Player 2 is similar to what is written about Player 1: Color. Button (check box) Random - if the castle is chosen randomly. Starting Town. Button (check box) Random - if the starting hero is chosen randomly. Starting Hero. Main Hero Next, information about the entire game: Template / Map Name - selection from a drop-down list with the ability to edit if the desired name is not available. 2sm4d(3) Balance Panic Jebus Cross 8mm6 8mm6a 6lm10 6lm10a 8xm12 8xm12a 2sm4d(2) 2sm4d Nostalgia Spider Mini-Nostalgia Anarchy Blockbuster h3dm1 Ring Hypercube Yolka Diamond Ready or Not Speed-1 Speed-2 Kite 8XM8 Fixed Map Random Last Day of the Game - the day the game ended. Format - month, week, day, for example, 124, 231... You can make it like on the bay, or as a list. Version - SoD, WT, with the ability to edit. After all the fields are filled in, it would be good if a report string appeared, like the players are used to writing now, so that they can check what they have written. And finally - a report field / game story in free form and acknowledgments.
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more drama pls
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Rules in effect from November 18, 2007 to November 30, 2010.
Discussion of the new edition of "Online Game Rules for Heroes III and the Seasonal Rating Tournament".

Useful info: templates, maps, programs.

Agreeing to play Heroes III online! . . . Player Rating in Heroes III online

Online Game Rules for Heroes III
and the Seasonal Rating Tournament.

(Version 2.0)
Effective from December 1, 2010.

I. General Organizational Issues.

1. Online matches are held on any version of HoMM3 (SoD 3.2, 4.0; WT, TE 1.03q, TE-light ...) by mutual agreement of the players or according to tournament regulations.

2. The use of additional programs that speed up the game process is permitted, specifically:
- A program for fast exchange of troops and artifacts between two heroes in Heroes III - HMM3_Lighter,
- Battle animation accelerator - Cranim,
- Interface functionality improvement mod - HoMM3 HD.

3. You can find an opponent in the thread Agreeing to play Heroes III online!, where anyone wishing to play leaves their application in any form, but with a mandatory ICQ. To facilitate finding opponents, it is recommended to also specify the main nuances of the required conditions under which you are willing to play.
/Example.
invisible, Platinum or WoG, turn time 6 minutes, random L+U, template 2SM4d(3), ICQ XXX-XXX-XXX. Waiting for two hours./


4. Games are played on random maps generated by templates.
Template selection for the game is carried out by agreement.
Various templates and recommended settings and rules for each can be found in the thread Useful info: templates, maps, programs.
/To play on a preferred template, you need to copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt if necessary, and restart the game for changes to take effect./
Also, a template for the game can be chosen from a list of templates by elimination (crossing out). Currently, the most common templates are 2SM4d(3), 8mm6/8mm6a, Jebus cross, Balance, Panic, Nostalgia, Mini-Nostalgia, 8xm12/8xm12a, 6LM10a, Anarchy. There are several dozen other templates. First, players agree on which templates to include in the list, then they remove unwanted templates from this list. The blue player starts crossing out templates. Each takes a turn crossing out one template from the list until only one last one remains. That is the one used for the game.
/Example.
Players agreed on a list of 5 templates: 2SM4d(3), Balance, Jebus cross, Mini-Nostalgia, 8mm6a.

Pit : 1. balance
numOne : 2. 8mm6
Pit : 3. 2SM4d(3)
numOne : 4. Jebus cross
Meaning we play on Mini-Nostalgia./


5. Playing on fixed maps is also possible. Map collections and rules for playing them can be found in the posts:
- Best fixes from St. Petersburg championships,
- Maps of the "Seasons" tournament (winter 2009-10).

6. Players are strongly recommended to make daily saves.

7. Terms in these rules correspond to the Russian translation of Heroes of Might and Magic III (version 4.0) made by Buka Company (Platinum series), the description in "Physics of the Heroes World", and conventional notations commonly used when describing templates.
The word "castle" in these rules refers to any town on the game map.
Specific concepts used in the game: names of castles, artifacts, objects, spells, etc. - are written with a capital letter.
Abbreviations:
ГО - Main Guard (strong guard (value=45000) between zones starting for players),
ГМ - Mage Guild.

II. Rules for online games on template 2SM4d(3) and SoD version.

1. Description and text file of template 2SM4d(3).

2. Map setting options:
humans – 2; computers – 0; teams – 0; map size L+U; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.

3. Selection of color and castles.
Castle selection is carried out by elimination. Players take turns crossing out (removing) from the full list, which includes 9 castles, those they do not want to play with, until 3 castles remain. The player who started crossing out first chooses a castle for themselves from the three remaining, and then the second player chooses a castle from the two remaining and announces the color they wish to play.
/Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Bastion
vbn - Castle
invisible chooses from the remaining (Inferno, Dungeon and Tower) - Inferno, then vbn – Dungeon and red color./


4. Restarts.
4.1. Mandatory restarts:
– if the starting hero is above level 1;
- if a player lacks a starting castle;
- if no road leads from the starting castle;
- if ГО generated right next to the starting castle (such that one cannot leave or enter the starting castle without a battle with ГО).
A mandatory restart is taken immediately after game generation (within 1 minute).

4.2. Restart on first encounter by 115-116-117 inclusive for fast-medium-slow roads respectively.
An encounter is considered direct contact between players, i.e., any battle between them (battle between any heroes, battle with the garrison of an opponent's castle or mine).
If an encounter occurs within the specified period, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the game, then the game continues. Subsequent encounters occurring within the specified periods are not grounds for a restart.

4.3. Subjective restarts:
each player has the right to take a restart/restarts no later than the end of their turn on the corresponding day, i.e., start a new game with map regeneration. 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 days (111+112 or 112+111), or one restart on the third day (113).

4.4. Restart at the request of a player whose only road leads to ГО. Taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart is spent by the player's choice (for example, on 114 one can take the remaining 111 restart).
If subjective restarts have run out and the player discovers that the only road from the starting castle leads to ГО, they are entitled to demand an additional restart.

4.5. Restart for 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 possibility for development up to the block. Taken until 112 inclusive.
The strength of the block is first evaluated by the player who declared the block, then by their opponent, and in case of a dispute between players - by the leader/judge/AK.
If subjective restarts remain, a subjective restart is spent by the player's choice (i.e., on 112 one can take the remaining 111 restart).
If subjective restarts have run out, the player is entitled to demand an additional restart.

5. Permitted actions, prohibitions and restrictions

5.1. So-called "red-rush" is prohibited, meaning a player playing with the red color has no right to attack on the first day of the week with growth purchased on that day:
a) the blue's castle (even if the castle is unguarded)
b) the blue's heroes or guarded mines, if the presence of growth may affect the outcome of the battle or losses in the battle for either player.
* Troops that come with purchased heroes, as well as troops from Dwellings (caches), Pandora's Boxes, Summoning Portals, etc. can be used without restrictions.
* The concept of red-rush is not applicable if both heroes end up in a Portal or Underground Gate during the attack.

5.2. Hit-and-run is prohibited: an attacking hero has no right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to the defending hero.

5.3. Diplomacy is permitted only for reducing the cost of same-side bribes and lowering the required level for access to the Library of the Enlightened. Taking monsters wishing to join is prohibited; they must either be killed or allowed to escape.
* In Pandora's Boxes and Seer's Huts, it is permitted to receive any troops; there are no restrictions on their further use.

5.4. The Dimension Door spell may be used by any hero no more than 1 time per day.

5.5. Visiting Cartographers and Fort on the Hill is prohibited.

5.6. Transitions between zones.
5.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, it is sufficient to destroy any one of choice.
5.6.2. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
5.6.3. In the absence of passage guards, including shifted ones, free transition from zone to zone is permitted.
5.6.4. It is permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying the guard.
5.6.5. It is permitted to pass by passage guards without destroying them if
- the player has already passed through this passage themselves (i.e., destroyed one of the guards);
- the player saw how the opponent destroyed one of the guards or passed through this passage;
- there is any other indisputable evidence that the guard was destroyed.

5.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using Fly, Dimension Door spells and Angel Wings), it is necessary to eliminate the corresponding guard.
Chests, Campfires and resources may be taken both with the aforementioned spells and Angel Wings, as well as from under shifted guards.
The Border Guard is equated to an object/artifact guard, and without visiting the corresponding Key Keeper's Tent and removing the Border Guard, it is prohibited to take Pandora's Boxes, Magic Scrolls, Artifacts, or visit various objects behind the guard.

5.8. Castle restrictions.
5.8.1. In the Conflux castle, upgrading level 1, 6, 7 monsters is prohibited.
When playing as Conflux, the starting hero is chosen randomly during map generation.
5.8.2. In the Necropolis castle, building a necromancy enhancer is prohibited.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran comes non-starting, he CAN be developed, for any castle.

5.9. Assembling the composite artifact Cloak of the Dead King is prohibited. All other composite artifacts may be assembled.

5.10. Hero restrictions.
5.10.1. Sir Mullich level 3 or higher cannot attack heroes, towns, mines with a garrison and neutral monsters.
5.10.2. Izre and Vidomine are permitted to upgrade the "Sorcery" skill to "Expert" level only as the last offered skill. In this case, there are no restrictions on further use.
5.10.3. Izra and Vidomina who obtained expert sorcery in a manner other than specified in point 5.10.2 cannot attack heroes, towns, mines with a garrison and neutral monsters.
5.10.4. All level 4 magic specialist heroes, as well as Tant (who has the level 3 spell Raise Dead), may use their profile spells against an opponent if one of the following conditions is met:
a) Level 4 Mage Guild is built in any of the controlled castles (level 3 is required for Tant). If your castles do not have the required Mage Guild level, it is necessary to fully build all levels of the Mage Guild in any two castles you own. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built Mage Guild levels are subsequently controlled.
b) The corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell) or after visiting the Learned Scholar, and a Magic Book of the required element was found;
c) To use Tant's profile spell, any of your heroes must have found and visited the Sanctuary of Magical Thoughts with the Raise Dead spell.
* Against neutral monsters, as well as against the computer (if present on the map), level 4 magic specialists and Tant may use their profile spell without the above restrictions.
5.10.5. Level 4 magic specialists and Tant may transfer their spells to other heroes, but until any of conditions 5.10.4.a, b, or 5.10.4.c for Tant is met, trained heroes cannot use these spells against neutral monsters, the computer, or an opponent.

5.11. Using Level 4 and 5 Magic Scrolls without building the corresponding Mage Guild level in any of your castles is prohibited. If your castles do not have the corresponding Mage Guild level, you must proceed according to sub-point 5.10.4.a. Also, scrolls can be used if point 5.10.4.b is met or upon receiving the required spell in the Pyramid.

5.12. The Grail can be dug up after 5 weeks of play.

5.13. Bugs:
5.13.1. It is prohibited to sell Artifacts or Magic Scrolls at the Artifact Merchant in Tower, Conflux and Dungeon castles at prices that do not correspond to their actual price.
5.13.2. Using the opponent's hero view bug is prohibited.

5.14. Actions not prohibited/restricted by these rules are permitted.
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628185882 May ICQ
завязал!!!!!!!!!
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Ушел с героев, пока пряники)
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/topic/at/305445/
Ушел с героев, пока пряники)
In reply to Pit for LM
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I confirm.

04.01.2011 at 11:01.

I. General organizational issues.

Then we need to add a section about broadcasts.

II. Rules for online games on the 2SM4d(3) template and the SoD version.

5.1. The so-called "red rush" is prohibited....
* Troops that come with purchased heroes, as well as troops from Dwellings (hidden locations), Pandora's Boxes, Summoning Portals etc.? can be used without restrictions.

Previously:
5.3. It is forbidden to recruit any monsters. You can get any troops in Pandora's Box and from oracles. Diplomacy is allowed, but only to reduce ransom costs. If monsters want to join, you must refuse them and either kill them or let them run away (killing is not required).

New: ???
5.3. Diplomacy is allowed only to reduce ransom costs. ??? Monsters who wish to join are not allowed; they must either be killed or allowed to flee. * In Pandora's Boxes and Seer Huts, you can obtain any troops, and there are no restrictions on their further use.

Previously:
5.7. It is forbidden to take Pandora's Boxes, scrolls, artifacts, or visit various objects from under a moved guard without eliminating the guard first. It is impossible to visit objects, take Pandora's Boxes, scrolls, or artifacts using the "Fly," "Dimension Door" spells, or with Angel Wings, without eliminating the corresponding guard first.
Chests, campfires, and resources can be taken both with the above-mentioned spells and wings, and from under a moved guard.
The Border Guard is equated to an object's guard, and it is impossible to take Pandora's Boxes, scrolls, artifacts, or visit various objects behind the guard without visiting the corresponding tent and removing the guard.

5.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
in any way (including using Fly, Dimension Door spells, and with Angel Wings), you must eliminate the corresponding guard.
Chests, Campfires, and Resources can be taken either with the aforementioned spells and Angel Wings or from under a moved guard.
The Border Guard is equivalent to the guard of an object/artifact, and if you do not visit the corresponding Keeper Tent and remove the Border Guard, you cannot take Pandora's Boxes, Magic Scrolls, Artifacts, or visit any objects behind the guard.

Previously:
5.10.4. All hero specialists in 4th level magic, as well as Tant (Raise Dead) may use their respective spells against opponents in the following cases:
a) If a 4th level Mage Guild (Mage Guild) has been built in any of the controlled castles (3rd for Tant). If there is no required level of Mage Guild in these castles, then it is necessary to fully build all levels of the Mage Guild in any two castles that belong to you. It is not necessary to visit this castle with a hero. If the condition is met, it does not matter whether the castles with the required Mage Guild will be controlled later.
b) Find and visit "Sanctuary of Magical Thoughts" with the Raise Dead spell by any hero (to use Tant's profile spell)
c) If any of your heroes are given the appropriate spell in a Pandora's Box, after visiting a scholar, in a spellbook (even if this hero does not have enough wisdom skill to learn this spell).
Against neutral monsters, as well as against the computer (if present on the map), 4th-level magic specialists and Tant can use their profile spell without the above restrictions.

5.10.4. All hero specialists in 4th level magic, as well as Tant (having a 3rd level Raise Dead spell) may use their respective spells against opponents when one of the following conditions is met:
- 5.10.4.a. A 4th level Mage Guild has been built in any of the controlled castles (Tant requires a 3rd level). If there is no required level of Mage Guild in your castles, then you must fully build all levels of the Mage Guild in any two castles that belong to you. It is not necessary to visit this castle with a hero. If the condition is met, it does not matter whether the castles with the built Mage Guild levels will be controlled later.
- 5.10.4.b. The corresponding spell is received by any of your heroes in a Pandora's Box (even if this hero does not have enough wisdom skill to learn this spell) or after visiting a Scholar Librarian, a Spellbook of the desired element is found;
- 5.10.4.c. To use Tant's profile spell, any of your heroes finds and visits the Sanctuary of Magical Thoughts with the Raise Dead spell.
Against neutral monsters, as well as against the computer (if present on the map), 4th-level magic specialists and Tant can use their profile spell without the above restrictions.

Previously:
5.10.5. It is allowed to transfer 4th level spells and Raise Dead from specialists to other heroes, but trained heroes can only use them after fulfilling subparagraphs a, b, c of paragraph 5.10.4. That is, neither against neutral monsters nor against the computer nor against an opponent, transferred spells cannot be used without meeting the above conditions.

???
5.10.5. Magic specialists of level 4 and Tant can pass their spells to other heroes, but before one of the conditions 5.10.4.a, b, or 5.10.4.c for Tant is met, these spells cannot be used against neutral monsters, the computer, or opponents by trained heroes.

Previously:
5.11. The use of 4th and 5th level magic scrolls is prohibited without building the corresponding level of the Mage Guild in any of your castles. If there is no corresponding level of the Mage Guild in the starting castle, then you must act according to subparagraphs a, c of paragraph 5.10.4.

5.11. The use of Magic Scrolls of levels 4 and 5 is prohibited without building the corresponding level of the Mage Guild in any of your castles. If there is no corresponding level of the Mage Guild in your castles, then you must act according to subparagraph 5.10.4.a. Also, scrolls can be used when fulfilling paragraph 5.10.4.b or upon receiving the desired spell in the Pyramid.

* Regulations for the negotiation process.
We assume that the time on weekends from 11:00 to 24:00 (Moscow time) is considered the most favorable for tournament matches for most forum players.
We have Saturday and Sunday, October 24th and 25th left.
If you cannot agree independently, contact your opponent, or if your opponent does not respond to you, I can schedule the game time for October 24th and 25th between 11:00 and 19:00 (Moscow time) (you can also set another convenient time for the players, but not just any, because I may not always be able to track player appearances). The exact game time will be scheduled at least a day before the game, based on the wishes of both opponents or whoever asked to schedule the time. Within 1 hour, both players must notify me about the start of the game. Failure of one of them - technical win for the appearing one, failure of both - technical draw for both. The results will be recorded as follows: 1(t)-0(t) or 0(t)-0(t).
In order to avoid the situation of prolonging the game by one or both opponents:
When scheduling the time, in the first attempt, participants should play at least until the moment when restarts are no longer possible. The player who wants to postpone the match to this point receives a technical loss. If the match is postponed when restarts are already impossible, both players inform the host and also report the exact start time of the continuation (weekends 11-19 Moscow time or other agreed upon time). In the second and subsequent attempts, at least 2 game weeks must be played each time. The algorithm for setting tech losses is the same.
The hosts are not responsible for all other agreements and will not look for right and wrong.

/topic/at/291271/ - Sergeant
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Anarchy template schemes.

1)

Zones are populated approximately as follows: 1, 2, 4-9, 13, 15 – similar to starting zones for Castle; 10-12, 14 – slightly worse than Castle treasure zones; 3 – slightly better than Castle treasure zone.
The base size of all zones is the same.
Monsters everywhere (!) are medium, i.e., guards in treasure zones are significantly weaker than standard Castle guards.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

2)

A small variation, differing by the absence of a central best zone (3) and more heavily guarded passages to treasure zones (12500). It also has several additional connections.
The contents of the zones remain unchanged. Monsters are also medium everywhere.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

3)

Another variation. All treasure zones 8, 9, 10, 12, 15, and 16 have identical content, again slightly worse than Castle treasure zones.
Monsters are medium everywhere.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

4)

Various mines appear here, making it easier to orient yourself on the map.
Central treasure zones 3 and 12 are slightly poorer than the center on Jebus Cross. They contain 3 villages each. The monsters here are strong; in all other zones, they are medium.
The contents of the zones surrounding the starting areas are approximately like those in the starting areas for Castle. Small treasure zones 13-20 are densely packed with objects worth 9000-11000.
Zones 3 and 12 have a base size of 40, 1 and 2 – 30, 13-20 – 5, the rest – 20.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

5)

In the starting zones, guards are weak. There are 2 villages of the same type as the chosen city. The content is approximately like that in the starting zones for Castle. There is one mine of each type and 3 wood and ore resources. That is, this is a somewhat impoverished version of Jebus Cross in terms of high-value objects.
Monsters are strong in zones 9-11. The content in them is slightly better than in Castle treasure zones. There are two neutral villages located here.
The remaining zones have content practically identical to the starting zones for Castle; monsters in them are medium.
The base size of the starting zones is 30, zones 5-13 – 20, the rest – 5.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

6)

All treasure zones 3, 5, 9, 10, 11, 14, 15 are identical, slightly richer than Castle treasure zone. Monsters in them are strong; in other zones, they are medium.
Zones 4, 6, 8, 7, 12, 13 correspond in content to the starting zones for Castle. Starting zones are approximately the same.
The base size of all zones is the same, except for zone 11, which is half the size of the others.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.
The passage between zones 10 and 12, presumably by mistake, is made more heavily guarded, violating symmetry.

7)

A template similar to Jebus Cross.
The contents of the starting zones are practically identical to those of the starting zones on Jebus Cross; monsters are also weak, but there are always 2 native villages.
Zones with villages near the starting area are poor treasure zones; there's no easy loot (11000-15000*3, 8000-11000*6, 5000-8000*6). Monsters are medium.
In the center, there are three super treasure zones with content identical to that of Jebus Cross. There are strong monsters here and 3 cities with forts.
Passages between zones 3-4 and 4-5 are double.
The base size of the starting zones is 60, central – 40, side ones – 14.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

8)

The scheme and content of all zones are identical to the previous one.
The only difference is that instead of native villages in the starting zones, there are native cities with forts.

9)

Starting zones are populated approximately like those on Castle; neighboring zones are practically identical to those on Castle. Monsters are medium.
Treasure zones 9-14 are slightly worse than those on Castle; monsters are medium.
Treasure zones 15-17 are slightly better than those on Castle; monsters are strong.
All zones have the same base size.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.

10)

Starting zones are populated approximately like those on Castle. There are medium monsters and two native villages.
Central zones are slightly poorer than Castle treasure zones, and monsters in them are strong.
Side zones are filled better than Castle treasure zones, and monsters in them are weak. That is, valuable objects lie almost for free (!). However, there are no cities in these zones, which means there are no roads, so moving around may be difficult.
In terms of base size, starting zones are twice as large as all other zones.
The landscape is tied to the city type only in zones 1 and 2; in others, it can be any.
All passages with a value of 3000 are double.

11)

Starting zones are populated approximately like those on Castle; they contain one random village each; 7 and 8 – practically identical to Castle. Monsters are medium.
9-14 zones are slightly worse than Castle treasure zones; monsters are medium.
Central zones 15 and 16 are equivalent to the center of Jebus Cross.
The base size of all zones is the same.
The landscape is tied to the city type only in the starting zones for players; in others, it can be any.
The passage between zones 15 and 16 is double.

12)

Starting zones are populated approximately like those on Castle; 7-12 – practically identical to Castle.
13-18 – impoverished Castle treasure zones.
19 – treasure zone like that on Jebus Cross; there are strong monsters here; in other zones, they are medium.

In total, there are 12 schemes.

How to distinguish which scheme was generated by the generator?
The main criteria are the number of castles, the strength of guards at exits from the respawn or adjacent zones (I hope everyone can tell the difference between 3000, 6000, 12500, and 45000), the strength of monsters in the starting or neighboring zones (again, I hope you can tell the difference between weak, medium, and strong monsters), mines.
Recommendations (follow strictly in the order written; if the template cannot be determined according to the first point, proceed to the second; if it cannot be determined according to the second, proceed to the third, etc.):
a) See how many cities were given. If 3, then you have scheme 11 or 12. In this case, go to any exit from any starting respawn. If the guard is 3000, then you are playing scheme 12 and wait for contact with your opponent in the first few days; if 6000, then scheme 11.
b) Look at the strength of monsters on the starting respawn. If they are weak, then you have templates 5, 7, 8. Go to some exit from the respawn. If the guard is 12500, then you are playing scheme 5. If you see ГО or 6000, then schemes 7 or 8. Schemes 7 and 8 can be distinguished by the cities located on the respawn. If these are villages, then it's scheme seven; if there are cities with forts, then it's scheme 8. However, there is not much point in distinguishing them because the presence of forts in native cities is the only difference between 8 and 7.
c) Look at mines in the starting zone. If you see a mine other than wood or stone, then you are playing scheme 10.
d) See if there is a ГО on the respawn. If there is, then you are playing schemes 1, 3, or 6. Scheme six is easy to distinguish by the strength of guards at passages leading from the respawn; they are 6000; in schemes 1 and 3, they are 3000. Scheme three can be distinguished by the presence of two ГО guarding passages into different zones. Or you can go to one of the secondary areas. If you can see passages to 2-3 other zones from it, then it's scheme three.
e) Schemes 2, 4, 9 remain. Leave the respawn. If you see a ГО, then you are playing scheme four. If there is no ГО, but there is a passage with 12500, then you have scheme two. In scheme nine, only passages with 6000 lead from neighboring zones. You can also immediately distinguish scheme four by the presence of a non-wood/ore mine in any of the zones adjacent to the starting area.
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Very often, beginners ask the question: How do I start playing on the forum? For those who have no experience with online games, it makes sense to start with the ongoing Seasonal Tournament. Everyone who wants can play in it, whenever they want and with whoever they want. At the end of the season, a rating of players is calculated, and an award ceremony is held for the most active and successful participants. Of course, to get started, you need to install the game on your computer and take care of ways to communicate with opponents – i.e., install Hamachi or GameRanger and create an ICQ number or Skype login. Problems that may arise when connecting via Hamachi are discussed in the topic How to play HM&M 3 Online via Hamachi? Next, it is advisable to read and understand Rules for online games in Heroes III and the seasonal Rating Tournament. The Season is mainly played according to these rules. You also need to study the article Daily saves: what they are and how to make them. Game saves must be made and saved until the end of any tournament in which you participate. You can find an opponent by: writing a message in the topic Let's arrange to play online in HoMM 3!, where you indicate your contact information and wait for someone to contact you; viewing the contact information of active players in the Season in the topic Player rating in Heroes III online and independently offering them to play. Don't despair if you don't find an opponent within 10 minutes. Indeed, sometimes you sit waiting for several days, but there is no one available. It all depends on your persistence and desire. Once you get acquainted with the players, it will be easier, and you can even agree in advance. After the game, you need to write a report (if you won) or confirmation (if you lost) in the topic "Season 'Winter/Spring/Summer/Autumn 201...'. Online games for ranking (reports, confirmations, discussions)". The current season's topic is located in the important topics in this section. For example, summer reports for 2012 are written here. How to submit a report, as well as the contact details of the judges of the Seasonal Tournament, can be found in the first post of this topic. If you suddenly have problems and disputes during the game, questions about the rules, immediately contact the judges. First, try to find any of the judges on ICQ. If none are found, calmly make a save and postpone the game. Then write Private Messages to the judges – in the upper right corner of any page of the forum, there are the words Private messages, click on them, select the menu on the left - New message, enter the names of the recipients: ....// Nicknames of the judges, take from the first post of the Season topic //... and describe your problem. Please resolve all disputes in such a civilized manner.
In reply to Pit for LM
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I remember about a year ago, when I started playing, a user named rebelios told me how to set up Hamachi so that I wouldn't have to enter the IP address, and the games would appear automatically, which I was very grateful for. Unfortunately, I changed my computer, and I haven't been able to reproduce the sequence of actions to achieve this effect. I would be very grateful, and I think many others would too, if this section described what needs to be done.
In reply to c0nn3c71nkK.ppL
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First post - Hamachi topic:cool:
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to c0nn3c71nkK.ppL
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Great! Is there anything that can be done with Heroes of Might and Magic VII?
In reply to Pit for LM
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The situation with Heroes VII is the same as with Heroes III: there's just one catch – you can't find the coveted menu without a little help :) In reality, you need to press Alt in the Control Panel/Network Connections, and it will appear: the menu, and then you just follow the usual steps – take Hamachi and drag it upwards :)
http://www.twitch.tv/mikevalentine/
In reply to Mizrael
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Mizrael
The situation with Heroes VII is the same as with Heroes III; there's just one catch – you can't find the sacred menu without having a drink or two beforehand :) In reality, you need to press Alt in the Control Panel/Network Connections, and it will appear: the menu, and then you just follow the usual steps – grab Hamachi and drag it upwards :)

And if you need a step-by-step guide, for the less tech-savvy?

After pressing Alt, the menu appears, but I don't see the necessary menu item.
Не бійся коли ти один, бійся коли ти нуль.

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