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Posts from "Newcomer-2013. Winter"

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on fluff duty ;)

But what should one do in situations like Solmir2003's?
Because I had a similar situation: around turn 113, I spotted the whole opponent's respawn with my scout, and I see that the passage to the adjacent zone is guarded by a shifted pile of dead bodies, tucked away between the hills; I even thought, now the opponent will run along the path without clearing them. And indeed that's what happened — that guard was hard to spot... I wrote to the opponent that there's a guard there, and you've already run 5km away from them :D and offered to load the autosave... we loaded it and continued...
So here's the question: all the games were tournament games (hence strictly by the rules), so what should be done? Nobly — tell the opponent and reload the autosave, or ignobly — insist that they violated the rules and beg for a technical win?

p.s. I'd even say this is a question for the AK
"Пришел, увидел, победил" - Юлий Цезарь.
"Пришел, скастовал, убежал" - Hit'n'Run.


- Почему женщины любят кентавров?
- И мужик в доме, и скотина в хозяйстве.


Штирлиц шел по коридору. Вдруг одна из дверей открылась, оттуда выскочил Борман, дал Штирлицу сильного пендаля и заскочил обратно. «Гарпия» - догадался Штирлиц.
In reply to ~no1_knows_me~
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~no1_knows_me~

Is it noble to tell your opponent and upload the replay, or is it not noble to insist that they broke the rules and ask for a technical decision?
The AK will rule in your favor because your opponent broke the rules. If you don't see the guard, look for it, or look for the object that destroyed it. If you're not sure, provide the save file to the judges. IMHO.
But how to proceed is up to you, but the right thing to do would be to do what you did, i.e., upload the replay.
ICQ 245338291
Ник в лоби - Kilgory
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~no1_knows_me~
as a bit of spam ;)

What should one do in situations like Solmir2003's?
Because there was a similar situation: somewhere around turn 113 I scouted the opponent's entire respawn with a view spell, and I see that the passage to the adjacent zone is guarded by a shifted stack of skeletons, hidden between hills, I even thought, now the opponent will run along the path without clearing them. And yes, that's exactly what happened — that guard was hard to spot... I wrote to the opponent, saying there's a guard there, and you've already run 5k steps away from them :D and suggested reloading the auto-save... we reloaded, continued...
So, the question itself: All the games were tournament games (hence strictly everything), so what should be done? Nobly — tell the opponent and reload the auto-save, or dishonorably — insist that he broke the rules and beg for a technical win?

p.s. I'd even say this question is for the AK

It would be good to see a picture of what kind of passage it was, because not noticing a shifted guard takes some effort. Generally, each specific case needs to be examined separately, but if the guard would have been cleared without losses by the passing hero, then there would be no technical loss here.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
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solmir2003


I looked at the reports, and these aren't newbies at all. I think I jumped into the tournament too early. Please either replace me or acknowledge my defeat for the other players. I'll keep practicing for fun.
There are also weaker players in this tournament.
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There are times when the terrain type on the spawn points is the same, plus there are all sorts of labyrinths, and it's hard to figure out how the guards are positioned, which direction you can go, and which you can't. You only understand whether your spawn point continues there or not after taking 2-3 steps. And if it doesn't, you get a violation.
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RiMpel2
There are moments when the terrain type on the respawn points is the same, plus there are all sorts of labyrinths, and it's hard to figure out how the guards are positioned, which direction you can go, and which you can't, and you won't know if that's where your respawn continues or not until you take 2-3 steps. And if it's not, then you get a violation.
I think Solmyr already understands the whole situation. But what's done is done. Now he needs to analyze the games and continue playing in the tournament and show a strong game. And in general, the most important thing is not to give up, because that's the only way to start winning.
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~no1_knows_me~
So here's the question: All games were tournament games (hence strictly everything), so what should be done? The noble thing - tell the opponent and load the autosave, or the ignoble thing - insist that they violated the rules and beg for a tech win?

p.s. I'd even say that this question is for the AC
Questions of nobility are for each person to decide for themselves.
Based on my judging experience, players usually come to an agreement among themselves in such cases and resort to the judges' services extremely rarely. But formally - if the situation is strictly defined by the rules and cannot be interpreted ambiguously, then a rules violation is punished with a tech loss. If, for example, the guard is not visible at all, then the judge decides based on their own experience and common sense (but not in this case - "I see that the passage to the adjacent zone is guarded by a shifted pile of dead bodies", meaning the opponent could also see it).
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Group C, December 25, 2012: Nestor86 (Blue, Castle, Tiris, Tiris) defeated BlooDy)DriVeR (Red, Inferno, Octavia, Vidomina Marusya), 2sm4d (3), 124
We played in 2 rounds.
I scouted the angel's lair and the stable upon exiting the castle.
In the first round, I checked the angel guard (8 Giants).
I took the second castle, defended against a few artifacts: Shield +6 and an artifact +2+2, granting strength and magic power.
Tiris gained experience and offense, and also learned Log.
In the castle, I built cavalry in the citadel and upgraded spearmen in the second castle.
On turn 123, I decided to play more aggressively and attacked with six units against the 8 giants, losing 3 horses, 7 swordsmen, and many spears and spearmen.
One more turn, and the opponent conceded.
The analysis showed that my mistake could have been critical. I got lucky.
Thanks for the game!
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Nestor86
Group C 25.12.2012 Nestor86(Blue, Castle, Tirith, Tirith) def BlooDy)DriVeR(Red, Inferno, Octavia, Vidomina Marusya), 2sm4d(3),124
We played in 2 sessions
I light a candle upon leaving the castle: external dwelling of angels and the stable we play)
On 1st I checked the angel guard (8 Giants)
Took a secondary Castle, beat a couple of artifacts: Shield +6 and artifact +2+2 knowledge spell power
Tirith exp offense and has logistics. Then gave air
In the castle: horses in the Citadel and upgrade of halberdiers in the secondary
On 123 I decide to play more tempo-wise and go with a level 6 unit at 8 Giants, sacrifice 3 horses, 7 swords, and a bunch of spearmen and halberdiers
One more turn and news that the opponent gave up and surrenders
Post-mortem showed that my mistake could have been critical. Lucky
Thanks for the game!
I confirm, I messed up a good setup: 2 secondary towns on day 1, on day 2 I open up Inferno treasure zone with 2 Efreet dwellings, on day 3 I plan to buy 19 Efreet and somewhere around 80 demons to open Dragon Utopias, but I underestimated the demon horde. Thanks for the game!!
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Group A
26.12.2012 pofigu(Red, Conflux, Ciele) def d-neez(Blue, Fortress, Tazar) 127 2sm4d3
We scrolled, my opponent gave me Conflux and chose blue color.
111. Jellar in the tavern, a decent army with water elementals, stat-boosting buildings for spell power and knowledge nearby, no air elementals, so fine. I build the Mage Guild, no shooter there, but there is Fafner :smile44: Ciele goes into a crypt, it's a max one. I spread out with 7 heroes. The respawn is simply incredible: 3 water wheels, 2 more crypts, a Griffin Conservatory, a chest for 20+ zealots and another +1 spell power, external dwellings of air, water, and fire.
112. Ciele takes another max crypt, Jellar forgot the shooter and ran to Fafner, another elementalist is hired. At the end of the turn — 9 heroes and 11k gold. Griffin Conservatory is level 2 with a griffin statue.
113. The elementalists run to the other side with 5 fire elementals and start clearing the respawn. Ciele (0 0 7 4) gets Tactics at level 3. A pendant of +1 speed is revealed.
114. 2 more water wheels are found, scouting reveals a bit of the opponent's respawn. The elementalists find a well and continue their triumphant march.
115. Ciele gets 1k experience and 3 more levels (0 1 8 5, expert Wisdom, advanced Tactics, and Water Magic) and runs home to the town. The stone mine is somewhere on a very long detour, but for now there are enough crystals for building. The external fire and water dwellings are captured.
116. Sacrificed one elementalist for 17 eyes at an external air dwelling and a chest, but killed 10.
117. Ciele stood at a road node with birds to also replenish mana.
121. Mage Guild level 2 + full recruitment, it turns out there are 41 zealots, but Tactics, the speed pendant, and the shooter at 200 decide things. The chest gives 10k experience, итого Ciele is now 0 3 9 7, expert Wisdom, Water Magic, Tactics, and advanced Sorcery. We stand with birds at the Griffin Conservatory. In the corner of the respawn there are 2 more Griffin Conservatories, but running there is too long. We need to rush the opponent.
122. Under Mass Haste and a couple of shooters, the Griffin Conservatory doesn't hold, although less meat could have been fed. We head towards the orcs for a 2/2 sword.
123. At the GO there are 50+ champions, turn into the underground. The town is slowly being built up economically. The orcs gave primary Earth Magic.
124. In the underground, there's a secondary Inferno and a suspected path to the opponent.
125. The metro to the opponent's respawn is visible. There's time, I should expert Earth Magic, there are exactly 2 chests and 20+ wolves.
126. The chests weren't that great, итого only advanced Earth Magic and stats 3 5 10 9. I stand with the entire army right at the exit, hoping to find the town or intercept the army in 2 turns.
127. The town is built at home. Ciele comes to the surface and runs along the road. Tazar is visible in the town, but there are only a couple of dragonflies, sprites, and air elementals. I have 2 angels, 4 firebirds and 4 psychics, 12 fire, 19 water, 25 air and 33 sprites + full mana and an Ice Bolt for 287 damage. The opponent surrenders, his army is too far away. GG.
Thanks for the game.
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pofigu
Group A
12/26/2012 pofigu (Red, Conflux, Ciel) def d-neez (Blue, Swamp, Tazar) 127 2sm4d3
Well done! You're improving rapidly:cool:
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I agree with Nestor, well done! Flax is the best!
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Nestor86
pofiguGroup A
26.12.2012 pofigu (Red, Conflux, Ciel) def d-neez (Blue, Swamp, Tazar) 127 2sm4d3
Well done! You're improving rapidly:cool:

If you had read the reports, you would see that he played well in this game and in previous ones.
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Group A
26.12.2012 pofigu(Blue, Castle, Valeska) def antoshkin(Red, Stronghold, Gunnisson) 137 2sm4d3
111. For the first time, archers were built, totaling 28. Also gave a Centaur’s axe, a stable at home, a Griffin Conservatory, an external dwelling of archers for 10+ AP demons, and a chest for 10+ mantises. The stone blocking is blocked by 20+ snipers for Dragon Fly Hives, but there are many stacks and forget it. Scattered, lots of blocks, meat from spearmen and gremlins.
112-113. I break through in a chain, Dimer also arrived successfully, a single Griffin Conservatory, at level 3 Val gets Earth. I run to the secondary town, it’s on grass.
114-115. The native secondary town is taken, along with the market next to it, everything as if ordered, Earth is being leveled. Rizza is preparing to break through 50+ AP gremlins and 10+ AP demons with 2 champions. Val experts Earth at level 5.
116. An external dwelling of monks is taken for 6 archers. Rizza still loses 1 horse on 17 demons. But then gloves, a chest, and more free stuff are revealed. Val speeds up to the castle.
117. Everyone is waiting at the pick-ups.
121. Val runs into the castle, but there’s no Media in the Mage Guild, and in frustration I forget to buy a spell book. A delivery from the secondary town is expected.
122. 76 shooters and 3 champions easily take the Griffin Conservatory. Boost towards angels, next is the dwarf dwelling and the second Griffin Conservatory.
123. The dwarf dwelling is twenty; Tactics and Advanced Archery are given, but Dimer, sacrificing himself, discovered 200 griffins. I build a Mage Guild in the secondary town, no Slow there either. Dejected, I run for the chest and gloves, also using the chain to scrounge up a bit there.
124. Turis breaks through the snipers, then Clavius takes the Mermaid Pond for 8. Muneek in the main town and next turn planned in the secondary. Vasya still runs for the spell book.
125. Valeska takes a Scholar with Intelligence and approaches the horse, which, without taking the army, dies to troglodytes :smile35: , good thing Turis reached it. Scouting at the secondary town reveals the red external dwelling of goblins on stone, and in the corner of that zone, an external dwelling of Beholders for 50+ ogres. I build Muneek in the secondary town.
126. Val with gloves and boost, there was 10k gold in the chest, the chain takes the max crypt.
127. Imp dwelling for 40, Gervulf heads towards the market, Val runs home, where 3 angels are expected next turn.
131-132. Everything is bought and passed; total: 108 archers, 8 horses, 4 angels, and a dozen griffins to sacrifice. Val 8 3 3 2. During the capture, champions had 1 HP left, angels 6, but managed to not lose them. Opponent ran to snatch the Beholder external dwelling; his army 1-4 Beholders, 5-9 birds, 100+ hobgoblins, 20+ orcs, and 5-9 ducks. I decide to go through his Inferno secondary town; view Earth helps to orient.
133. Opponent retakes the external dwelling; Beholders still 1-4, goblins became 50+, Rizza finds Media in a shrine and waits for Sacrifice in the town, since she upgraded Literacy. Val calmly runs along the road with 2x4 angels, 97+1+1+1 archers, and 8 horses. Brissa runs towards Inferno.
134. It’s visible how the army is passed along the chain and Gurni disappears from the map, but the main is empty and there’s no Media there either. Brissa takes Inferno, and Val boosts on angels.
135. Cielka with meat sits in the citadel; Rizza passes Media and prepares to run after Val into the Underground; there’s scouting and the opponent’s last castle, also Inferno. Gurni runs below and clears Dragon Fly Hives.
136. A couple of the opponent’s horses are killed; they even run without archers. The last castle is captured. Gurni went beyond the edge of visibility; view Earth shows that the only exit is into the subway to my secondary town. Val runs after him.
137. Gurni kills liches, then attacks 50+ minotaurs and kills them too, but writes that he conceded and gg.
Thanks for the game.
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pofigu
Group A
26.12.2012 pofigu(Blue, Castle, Valeska) def antoshkin(Red, Stronghold, Gunnison) 137 2sm4d3
111. Archers were built for the first time, totaling 28 of them. Also gave a Centaur's axe, a stable at home, a Griffin Conservatory, an external dwelling for archers for 10+ AP demons, and a box for 10+ manticores. The stone gate is blocked by 20+ snipers from Dragon Fly Hives, but there are many stacks and forget it. Scattered, many blocks, meat from spearmen and gremlins.
112-113. Breaking through with a chain, Dimer arrived conveniently too. Griffin Conservatory is a single one. At level 3, Val gets Earth Magic. Running to the secondary hero, she's on the grass.
114-115. The native secondary town is taken, and a market next to it, everything as ordered. Earth Magic is leveled up. Rizza is preparing to break through 50+ AP gremlins and 10+ AP demons with 2 champions. Valya expertises Earth Magic at level 5.
116. The monks' external dwelling is taken for 6 archers. Rizza still loses 1 horse on 17 demons. But then gloves, a chest, and more freebees are revealed. Valya speeds toward the Castle.
117. Everyone waiting at the pickups.
121. Valya runs into the Castle, but there's no Spell Scroll in the Mage Guild. In distress, I forget to buy a spell book. A delivery from the secondary town is expected.
122. 76 shooters and 3 champions easily take the Griffin Conservatory. Speed boost on angels. Next up are the Dwarf Cottage and the second Griffin Conservatory.
123. Dwarf Cottage is a twenty. Got Tactics and Advanced Archery. Dimer, however, sacrificing himself, spotted 200 griffins. I build a Mage Guild in the secondary town, no Slow there either. Distressed, I run for the box and the gloves, and along the way I can scrounge a bit through the chain.
124. Turis breaks through the snipers, then Clavius takes the Medusa's Pond on 8. Munik in the main town, and next turn it's planned in the secondary town. Vasya finally runs for the spell book.
125. Valeska takes a Scholar with Intelligence and approaches the Hero, who, without taking the army, gets himself killed on Troglodytes :smile35: , luckily Turis reached him. Scouting near the secondary town reveals a red external dwelling of goblins on the rocks, and in the corner of that zone, an external dwelling of Beholders for 50+ ogres. I place Munik in the secondary town.
126. Valya with gloves on a speed boost, the chest had 10k gold, the chain takes the Maxi-Skeleton.
127. Imp dwelling at 40, Gervulf heads to the market, Valya runs home, where 3 angels are expected next turn.
131-132. Everything is bought and transferred, totaling 108 archers, 8 horses, 4 angels, and a dozen griffins for sacrifice. Valya 8 3 3 2. During the capture, the champions had 1 HP left, the angels 6, but I managed not to lose them. The opponent ran to grab the Beholders' external dwelling. His army: 1-4 Beholders, 5-9 birds, 100+ hobgoblins, 20+ orcs, and 5-9 ducks. I decide to go through his Inferno secondary town; Earth View helps to orient myself.
133. The opponent reclaims the external dwelling. Beholders still 1-4, goblins became 50+. Rizza finds a Spell Scroll in a shrine and waits for a Sacrifice in the town, because she leveled up Scholar. Valya calmly runs along the road with 2x4 angels, 97+1+1+1 archers, and 8 horses. Brissa runs toward the Inferno.
134. You can see the army being transferred via the chain and Gurn disappears from the map, but the main town is empty and there's no Spell Scroll there either. Brissa takes the Inferno, and Valya speeds up with angels.
135. In the Citadel, Cielek with meat sits down. Rizza transfers the Spell Scroll and prepares to run after Valya into the underground. There's scouting and the opponent's last castle, also Inferno. Gurn runs around below and clears Dragon Fly Hives.
136. A couple of the opponent's Heroes are killed. They run around without even a shot. The last castle is captured. Gurn went beyond the visible edge. Earth View shows that the only exit is into the metro to my secondary town. Valya runs after him.
137. Gurn kills Liches, then attacks 50+ Minotaurs, kills them too, but says he lost and GG.
Thanks for the game.
I confirm. Thanks for the game.
Two of Gurn's folders, Gurn + Ignissa, were being leveled, but in the end neither was ready for the finale. During the couple of days I was running from the opponent, I managed to rack up almost 30 ducks. I broke through a horde of Liches for a Pandora's Box; they put up quite a fight. The landscape was such that neither the ducks nor the birds with 7 speed could properly block the Liches. And in the Pandora's Box.... gold 15 000. Before the finale, I decided to grind "a couple of levels" on Minotaurs, but no such luck. On my own land, with morale and without oil, they wipe out half my army. GG
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