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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.” Auto-translated

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In reply to Pit for LM
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#1115
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In my opinion, you could give the Chupacabra a -50% attack penalty and prevent it from casting spells on Expert difficulty, while giving the Black Sphere a +50% attack bonus and leaving the skill resistance penalty as is. When both spheres are equipped, they would negate each other's effects, essentially canceling them out.
The cloak should be reworked, as Vic suggested, into an equivalent of the blue hat for level 4.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
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#1116
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numOne
In my opinion, you could give the Chupe a 50% debuff to combat skills and prevent it from casting spells on Expert difficulty, while giving the Black Sphere a +50% buff to combat skills and leaving the skill resistance debuff as is. When both spheres are equipped, they negate each other, effectively canceling out their effects.
The cloak should be reworked, as Vic suggested, into an equivalent of the blue hat for level 4.
There is another area where such changes could be implemented – Warlord Tactics (WT).
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
#1117
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There is some inconsistency in the rules regarding the use of 4th and 5th-level magic. 5.10.4. All specialist heroes with 4th-level magic skills, as well as Tant (who has the 3rd-level spell Raise Dead), can use their respective spells against an opponent if one of the following conditions is met... but at the same time 5.11. It is forbidden to use Magic Scrolls of levels 4 and 5 without having a corresponding level Guild Hall built in any of your castles... It turns out that if specialist heroes can use magic from their spellbooks against neutrals and companions, then they cannot use the same magic from scrolls. This seems inconsistent, as it grants privileges to the AI and neutral creatures. It would be better if there was a ban on using scrolls of levels 4 and 5 against an opponent.
In reply to Pit for LM
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#1118
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Well, at levels 4-5 there can be Resurrection, Armageddon, and Implosion, which give the player the greatest advantage. You're unlikely to level Jeddite into a "ГГ" just to use his specialty, but when you find Resurrection for your main warrior hero, with Earth and Intelligence specialties, you can even break a "ГО" without losses, as well as a Dragon Utopia...
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to rebellious
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#1119
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I think everything is written correctly. Having a scroll with Armageddon or Resurrection, you can do a lot, even against neutral creatures.
In reply to R55Max
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#1120
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R55Max
There is another platform for such changes – the test server.
+ one more :-), in general, all experiments should first be conducted on the test server and then on the wider community :D

Added after 31 minutes
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Dirty_Player
Second option: make the sphere protect ONLY from level 5, i.e., level 4 mages will always have access.

a very good idea in my opinion + for example, also from some spells of level 4 (berserk) and level 2 (blindness)
Stikkyfingaz

or, for example, expert spells are cast on the specified stack and on the nearest one to it, or on an area the size of a meteor
+1 (one of the best changes in my opinion) for example, a hero with mass haste and mass slow, having an army 2 times weaker, defeats an opponent who does not have either of these. In my opinion, this introduces a certain imbalance. But first, it needs to be tested on the test server. :D
Dirty_Player
Third option: simply ban the sphere forever. And those who think that mages are too overpowered should try playing according to the EC2 rules.

Then, a worthy alternative should be offered. In order to give up something, you need to get something better in return.

This is like suggesting banning rollers, skateboards, scooters - those who like all this will be against it - until they are offered a worthy replacement, something better (more delicious)
Дурман мирской любви сильнее яда кобры, он глупым может сделать мудреца и увести от цели благородной и дух и волю война храбреца.
"Неизвестная история человечества. Запрещенная археология (с иллюстрациями), Майкл Кремо, Ричард Томпсон,479с,1.46 Мб.
Вакцинация младенцев в роддомах преступление!
Вред прививок или правда о вакцинации
In reply to Yakudza
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#1121
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5.14. Actions not prohibited/restricted by these rules are permitted.

In the current version, on the same Jebus Cross, you can drive all the slow units to [ГО] with a gro stack and turn 49 Giants into about 15-20 pieces
In reply to Vatya
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#1122
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Vatya
Under the current version on the same Jebus Cross, you can send all the Lošeks to GO with a gr stack and turn 49 giants into about 15-20
Yes, it's possible, the question was discussed about a year before you were born on the forum, read this thread.

Well, unlikely, of course, there will be 49 of them, maybe 35-40, and most likely 27-35...
For such a task, 5-7 Lošeks are needed... Besides the fact that this money could be spent more advantageously, the main problem is that getting that many heroes to GO is quite difficult...
In reply to Pit for LM
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#1124
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In my opinion, a technical fix is needed to address the issue when there is no path to the village (I couldn't find anything about this in the rules).
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In reply to Pit for LM
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#1125
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I last edited the rules about a year ago; some corrections and clarifications have accumulated, but there are no significant changes. Please read through them—if anything is poorly phrased, I will rewrite it.
I'll implement these changes first, then check what other suggestions were made over the past year, and we can discuss them.

If the results of the thread Voting for Time limit on different templates lead to changes in time per turn, I will add those corrections at the end of the spring season.
Rules for online games in Heroes III and the seasonal Rating Tournament.
(Version 3.0)

The following changes are planned compared to version 2.0 of the rules:

In section
I. General organizational issues.

Instead of:
I.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 functional improvement mod - HoMM3 HD.

I will add:
I.2. The use of additional programs and files that speed up the game process is permitted:
- A program for fast exchange of troops and artifacts between two heroes in Heroes III - HMM3_Lighter,
- Battle animation accelerator - Cranim,
- Interface functional improvement mod - HoMM3 HD.
The player using these programs and files is responsible for all bugs that arise from their use.
The use of any other additional programs and files affecting the Gameplay is prohibited without agreement with the opponent.


There was a discussion on this matter, and there were unpleasant incidents...

Instead of:
I.6. Players are strongly recommended to make daily saves.

Now:
I.6. Players are required to make daily saves, keep them until the end of the tournament (i.e., until the results are finalized and the winner is awarded), and present them upon first request by the tournament leader/judge/member of the AC.
If saves are missing for any reason, the leader/judge/AC will rely on the saves presented by the opponent. In such a case, claims against the opponent and judges will not be accepted.


I added this point because cheaters periodically appear in the seasonal tournament (Katherine and RBW are just the tip of the iceberg), who, when claims are made, happily report that the saves were forged, they are seeing them for the first time, and they deleted their own—and where is it written that they must be kept? After such a conversation, the "player" disappears, and we cannot punish them despite 100% proof.

In section
II. Rules for online games on template 2SM4d(3) and SoD version.
in article 5.10. Hero restrictions.

Instead of
5.10.1. Sir Mullich level 3 or higher cannot attack heroes, towns, mines with a garrison, or neutral monsters.

Now
5.10.1. If Sir Mullich level 3 or higher attacks a hero, town, mine with a garrison, or neutral monsters, his first action must be to retreat/buy off. However, if he is attacked, he has the right to defend himself.

Instead of
5.10.2. Izra and Vidomine are allowed to upgrade the "Wizardry" 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 wizardry by a method other than specified in point 5.10.2 cannot attack heroes, towns, mines with a garrison, or neutral monsters.

Now
5.10.3. Izra and Vidomine are allowed to upgrade the "Wizardry" skill to "Expert" level only as the last offered skill. In this case, there are no restrictions on further use.
5.10.4. If Izra and Vidomina, who obtained expert wizardry by a method other than specified in point 5.10.3, attack a hero, town, mine with a garrison, or neutral monsters, their first action must be to retreat/buy off. However, if they are attacked, they have the right to defend themselves.

Under the existing rule, these heroes cannot be defeated, they cannot be used to check guards, and it is unclear what to do if they are attacked.

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

An additional point has been added:
5.13.3. Use of a hero without an army is prohibited (there must be at least one unit in the army). The entire army can be taken before dismissal.

The structure of section III. Rules for online games on other templates and SoD version will be changed.
Rules for templates without computers will be at the beginning of the section, followed by rules for templates with computers, which will change the numbering. Clarifications will be made to the rules for Jebus cross, Nostalgia, Mini-Nostalgia.

3 - > 1. Differences for Panic and Balance:
- Standard map settings: size L-U, humans - 2, computers - 0, no water, monsters - strong, difficulty 130% (rook).

Instead of:

2. Differences for Jebus cross:
- Standard map settings: size XL-U, two players, no water, monsters - strong, difficulty 160%, time limit per turn – 8 minutes.
- Restart at the request of a player whose only road leads to ГО. Taken on the day this fact is discovered.
- Restart at the request of a player who lacks a road to the central treasure zone. Taken on the day this fact is discovered.
- Restart due to slow roads. Taken if at least one opponent wishes immediately after map generation.
- Using "Angel Wings" and the spells "Fly" and "Dimension Door" when moving from one zone to another is permitted only if the guard between them has been defeated.
- In case of bugged passages between zones, passing to an adjacent zone is possible only if ГО to the center has been defeated from both zones.
- In the Necropolis town, Galtran can be chosen as the starting hero.

Now:

2. Differences for Jebus cross:
- Standard map settings: size XL-U, two players, no water, monsters - strong, difficulty 160%, time limit per turn – 10 minutes.
- In the Necropolis town, Galtran can be chosen as the starting hero.
- Restart due to slow roads. Taken if at least one opponent wishes immediately after map generation.
- To exit your zone into the central treasure zone, it is necessary to defeat ГО. Using bugged passages to the central treasure zone is prohibited until ГО has been defeated.
- Mandatory restart if a player completely lacks ГО between their starting zone and the center, i.e., there is no ГО on any passage to the center. Taken on the day this fact is discovered.
- Restart at the request of a player who lacks ГО in the passage through which the road to the central treasure zone goes. Taken on the day this fact is discovered.

- Restart at the request of a player whose only road leads to ГО. Taken on the day this fact is discovered.
- Restart at the request of a player who lacks a road to the central treasure zone. Taken on the day this fact is discovered.
- In case of bugged passages between zones, passing to an adjacent zone is possible only if ГО to the center has been defeated from both zones.
- Using "Angel Wings" and the spells "Fly" and "Dimension Door" when moving from one zone to another is permitted only if the guard between them has been defeated.

This was discussed yesterday in the tournament thread.

Instead of
6. Differences for Anarchy (SoD/TE-light only):
- Map settings - L+U, two players.
- All rules are canceled except for fair play.
- Restarts - 111, 113 and for a hero not of the first level. There are no restarts for meeting or blocking.
- EVERYTHING ELSE IS PERMITTED! That is, there are no restrictions on diplomacy, shifted guards, profile same-towns, use of scrolls, red-rushing, etc. There are also no restrictions on Necropolis and Conflux.
- Two options for choosing starting towns are possible - either standard choice or full-random, meaning a random starting town, hero, and resource. In the second option, players switch colors with every subjective restart; in objective restarts (hero level, bugs, etc.), colors do not change.

Now
3. Differences for Anarchy (SoD/TE-light only):
- Map settings - L+U, two players.
- Two options for choosing starting towns are possible:
a) standard choice, b) full-random, meaning a random starting town, hero, and resource. If the town was chosen as full-random, players switch colors after each subjective restart.
- Restarts:
a) mandatory and subjective restarts are the same as for 2SM4d(3);
b) there are no restarts for first meeting, only road to ГО, or strong block.
- The Fair Play rule and prohibitions on using bugs remain in effect.
- Prohibitions and restrictions from II.5 are canceled.

For Anarchy, the essence is the same as before; I just changed the wording to bring it closer to our standard rules.

I will add 8xm8/8xm8a to XL+U.

1. - > 4. Differences for 8mm6/8mm6a, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Restart due to slow roads. Taken if at least one opponent wishes immediately after map generation.
- It is permitted to move from respawn to respawn without defeating shifted guards.
- If a computer's town has an upgrade of level 1, 6, or 7 in Conflux or level 4 in Necropolis, it is prohibited to upgrade your own troops of these levels or hire the upgraded version of creatures. If a Necromancer Amplifier is built, upgrading vampires is prohibited, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.
iSeeDeadPpl

P.S. I also have this question. In the amendments to the seasonal rules for template 8mm6a, there is a point about prohibiting the construction of upgraded vamps if the computer has a necromancy amplifier. Does this rule apply to the mini-nostalgia template? As I understand it, de jure I could put in upgraded vamps and buy them all up, since this is not prohibited for this template. After all, "Actions not prohibited/restricted by these rules are permitted."
Thank you; of course, for Nostalgia as well.

Instead of:
4. Differences for Nostalgia:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Restart at the request of a player whose only road leads to ГО. Taken on the day this fact is discovered.
- Passing by shifted ГО is prohibited (this does not apply to other passages).
- Restart due to slow roads. Taken if at least one opponent wishes immediately after map generation.
- DD can be used 2 times a day with expert air magic.

Now:
5. Differences for Nostalgia:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Restart due to slow roads. Taken if at least one opponent wishes immediately after map generation.
- Restart at the request of a player whose only road leads to ГО. Taken on the day this fact is discovered.
- Passing by shifted ГО is prohibited. It is permitted to pass by shifted guards of other passages between zones.
- If a computer's town has an upgrade of level 1, 6, or 7 in Conflux or level 4 in Necropolis, it is prohibited to upgrade your own troops of these levels or hire the upgraded version of creatures. If a Necromancer Amplifier is built, upgrading vampires is prohibited, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.

Instead of:
5. Differences for Mini-Nostalgia:
- Map settings: L+U for 8 players (i.e., with 6 computers). It is also possible to play as two, in which case neutral towns will be in place of the computers.
- To avoid double-builds, town selection for computers is carried out by players alternately, one at a time. The blue player starts the selection. There should be no repetitions or matches with players' towns. Before starting the game, the host assigns the selected towns to the computers.
- It is permitted to run to adjacent respawns past shifted guards (except for ГО), as computers ignore shifted guards and furthermore, breaking through a passage to a computer is much easier than taking its town.

Now:
6. Differences for Mini-Nostalgia:
- Map settings: L+U for 8 players (i.e., with 6 computers). It is also possible to play as two, in which case neutral towns will be in place of the computers.
- To avoid double-builds, town selection for computers is carried out by players alternately, one at a time. The blue player starts the selection. There should be no repetitions or matches with players' towns. Before starting the game, the host assigns the selected towns to the computers.
- Passing by shifted ГО is prohibited. It is permitted to pass by shifted guards of other passages between zones.
- If a computer's town has an upgrade of level 1, 6, or 7 in Conflux or level 4 in Necropolis, it is prohibited to upgrade your own troops of these levels or hire the upgraded version of creatures. If a Necromancer Amplifier is built, upgrading vampires is prohibited, but additional skeletons do not need to be dismissed.
In reply to Pit for LM
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#1126
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What about restarting the map due to the lack of a path to the second Castle, which affects the balance?
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In reply to Ihtiandr
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#1127
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Ihtiandr
What about restarting a game due to the lack of a path to the second Castle on the map? Is that a balance issue?
This issue has already been discussed.
Our rules specify a difficulty level of 130%. It's not necessary at that difficulty.
By the way, many balance experts believe that such map layouts are even better in some ways.
In reply to Pit for LM
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#1128
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Here are a few questions:
I.6. Players must make daily saves, keep them until the end of the tournament (i.e., until the results are announced and the winner is awarded), and present them upon first request from the tournament organizer/judge/member of the AC (Administration Committee).
If the saves are missing for any reason, the organizer/judge/AC will rely on the saves provided by the opponent. Complaints against the opponent and the judges will not be accepted in this case.
1. If a situation arises where a player doesn't have time to save, and then, for example, one of the players crashes [(even during turn transfer or if you step away from the computer and the opponent crashes, you return, and the turn has been passed? time has elapsed), there is no obligation to be in front of the computer during an unintentional disconnection], then the saved day is lost, and the auto-save overwrites it, skipping ahead. What should be done if this particular save from the lost day is needed for review? So, can tournament judges, having evidence of the disconnection, interpret the missing save in their own way? (It may turn out to be the last one, for example, due to further disputes between players.)

2. How are situations treated if one of the players is playing the single-player game, not noticing the disconnection? I have encountered this in a game where I had to wait for half an hour for the opponent to respond in the chat while they were playing the single-player game (and no one has any more restarts available, but the map is already open to the opponent).

3. In games with a seasonal rating, is saving also mandatory? And should the saves be kept until the report is confirmed or until the end of the season?

I liked the new features for the Mule and Necromancer:
5.10.1. If Sir Mule 3rd level or higher attacks a hero, city, mine with a garrison, or neutral monsters, then his first action must be to retreat/bribe. If he is attacked, then he has the right to defend himself.
5.10.4. If Izra and Vidomina, who have gained the Expert Spellcasting skill in a way other than that specified in paragraph 5.10.3., attack a hero, city, mine with a garrison, or neutral monsters, then their first action must be to retreat/bribe. If they are attacked, then they have the right to defend themselves.
If Izra and Vidomina are attacked...
Let me illustrate: Izra is missing one skill in a slot, we are standing in front of Pandora, we take her - 20 Hooves can give a good amount of experience (let's assume that all skill slots are initial and you can level up significantly), you can first get Expert Necromancy, and then fill in the slots, i.e., this is essentially a cheat, although the number of skeletons will not increase, but the skill tree can be significantly adjusted so as not to get, for example, Knowledge instead of Earth. If this is during a stream, it is visible; if not, it is not visible. So, is the above a cheat, given that, if you choose Expert Necromancy immediately, with the intention of filling the slot with another skill? And if they don't give a new skill in the last slot, should Izra or Vidomina be dismissed after transferring the army to a noob?
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
#1129
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R55Max

2. How are situations handled when one of the players is playing single-player, unaware of the disconnection? I've encountered this in-game, where I had to wait up to half an hour for the opponent to respond in chat while continuing to play single-player (and no one has any more restarts available, but the map is already open to the opponent).

What kind of cheap tactic is this:D Technical support will address this without any questions.
icq 614755496
In reply to Pit for LM
#1130
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Let me explain: Isre is missing one skill in a slot...
Max, if all skills are initial, you won't be able to first max out Necromancy and then all other skills at once if you take Pandora at 20k experience. Moreover, if all skills except Necromancy are expert-level, but one slot is still empty, you still won't be able to do it - to max out Necromancy as the last skill, you need more than 20k experience. Therefore, this cheat won't work.