Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
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I think the overestimation of the Conflux's strength came about because almost all previous games were played on the CM map, where it is one of the strongest castles, possibly even the strongest. On other maps, however, it is not as good as many believe.
Message from NumOne:
Doesn't the Moon, breaking the game with units on the first week, bother you? Doesn't Grindan, often getting mass slow on day 111, bother you? Are you scared of Isra/Vidomina level 5 from a prison (the chance of finding which is simply tiny), but not scared of Galthran, used without any restrictions for almost any town?
Let's consider a specific case: Isra level 5 on 8mm6a freed on week 1 or 2. By the end of the month you can have a huge number of skeletons, at least 1.5k I think. Let the percentage of finding Isra be small, but imagine it happened. So in this specific case, why turn a blind eye to the imbalance? Galthran can't be taken as a starter, what does he have to do with it? And when he is found, he won't raise skeletons as much even with his growth.
In essence, Gosha [Galthran] is banned from starting with him because he is imbalanced, and no one argues with that, but Isra and Vidomina can be taken from the start, and imagine they have a different restriction - in the quantity of necromancy, because the imbalance is exactly there. These 3 necromancers are imbalanced and therefore have restrictions in their own directions:
- one cannot be taken from the start
- the others cannot necro to the maximum.
Regarding Jebus Cross, I agree with your wording, I disagreed with their complete unbanning in general.
Message from =Stinger=:
Those same skeletons will only really be decisive in the late game; on weeks 2-3 they are not a formidable force
Message from NumOne:
About specialists at level 4. I definitely think they should be unbanned on all standard L and above templates. On M-size templates — ban. Believe me, mass slow and mass haste are much more frightening than that meteor shower. And Solmyr himself is a rather weak hero: poor stat growth, and almost all points go into intelligence, and he is easily countered by tactics, just like the meteor casters.
And what makes you think we're talking about when the mage is the daddy? Here we're talking about cases where one player has 3-4 heroes with a level 3-4 magic specialty, and the other player most likely has various useless scouts. The main criterion will be spell power and who cares about leveling a demolition mage. For example, on L and XL maps, scout warfare is very important. In the vast majority of cases, you need to wait for the 2nd round and your own mage's turn - cast and retreat. A couple of attacks and the prospects become foggy, having been more than optimistic before. That's why I say that in battles where the game ends on the 2nd week, beginning of the 3rd, the advantage in heroes specializing in level 3-4 magic is very important and imbalanced no matter how you look at it.
Another important downside could be the thinning of the army (destroying any stack of shooters will slow the pace and drag out the game). For example, if both have mages - they'll thin each other out and go their separate ways, development will be slowed down for solving big tasks.
Why doesn't it bother you at all that the game is called Heroes of Might and Magic, but we only have the might? Isn't the Sphere of Permanence and Cloak of the Undead King enough for you? Personally, I feel sorry for the mages.
If you look at the physical-magic aspect, you can see that shields and swords are divided into 6 types (by analogy with the 5 mage guilds in the Tower + the Library, one might say).
So if from the start we give level 4, then when choosing an artifact, items like shield +5 or club +5 should appear. It seems that this is exactly how the game will turn into heroes of magic (without the might).
Then this phrase should be interpreted as follows: "In the hill fort, it is allowed to upgrade those creatures whose dwelling upgrades are built in the controlled castles at the time of upgrading in it"
I propose to ban the use of Fly, Angel Wings, and Dimension Door on the Panic and Balance templates and include this in the rule amendments for these templates.
Quote:I agree with this 100%
Message from Juristis
I suggest banning the use of flight, angel wings, and the dimension door on panic and balance templates and including this in the rule amendments for these templates.
And yes, the guardians and interpreters of the rules can be a very specific pool of people who are competent in the game's mechanics. With a rational (with healthy cynicism) and progressive approach to understanding strategy. Let's say, amendments to the rules or their editing should be accepted or made every six months (year) or on an urgent basis. And the voice of the "people" on the forum is a good indicator of the mood. If SoD (Stronghold of the Damned) is so imbalanced, then the variability needs to be expanded. If mages are so weak against logistics and warriors, then their capabilities need to be increased. If there is a sphere of suppression and a cloak of renunciation, then nothing can be opposed to them, except perhaps an artifact that prohibits the action of all artifacts (just came up with it) or an exorbitant price of 150-200 thousand.
The Fort idea seems good to everyone and doesn't cause disagreements.
Mullicha is not very significant. And leave Isras with Widomins as they are, except for Jebus Cross, where their imbalance is highly questionable, so as not to complicate the rules.
Version 3.0.
Draft Section II.
II. Online game rules common to all templates (SoD version).
This section contains rules common to all templates. In a specific game, it is necessary to additionally familiarize yourself with the differences from these rules for the template on which the game is being played (Section III).
1. Selection of colors and castles.
1.1. Players choose their castles by elimination method: taking turns, they cross out (remove) from the full list of 9 castles those they do not wish to play until only 3 remain. The player who started crossing first chooses a castle from the remaining three, then the second player chooses a castle from the remaining two and announces the color they wish to play.
/Example:
Player1 - Conflux
Player2 - Necropolis
Player1 - Fortress
Player2 - Stronghold
Player1 - Bastion
Player2 - Castle
Player1 chooses from the remaining Inferno, Dungeon and Tower, for example, Inferno, and then Player2 – Dungeon and red color./
1.2. In a seasonal rating tournament, the elimination starts with:
- either the player lower in the rating;
- or a Новичок who is absent from the rating table;
- or by agreement.
1.3. In Tournaments, the choice of colors and castles is determined by rules or a draw.
1.4. On templates with computer players, castles for the computer are chosen randomly (except for the Mini-Nostalgia template, see Section III).
4. Restarts. In the situations described below, players must/may start a new game with map regeneration.
4.1. A mandatory restart must be taken. Players must check for grounds for a mandatory restart immediately after game generation and are obliged to take a restart within 1 minute in cases where:
– the starting hero is above level 1;
- a player or computer lacks a starting castle;
- no road leads from the starting castle;
- ГО generated right next to the starting castle (such that it is impossible to leave or enter the starting castle without a battle with ГО).
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 a garrison of the opponent's castle or mine).
If an encounter occurs within the specified timeframe, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the match, the game continues. Subsequent encounters occurring within the specified timeframes are not grounds for a restart.
4.3. Subjective restarts.
Each player has the right, without explanation, to take a restart/restarts no later than the end of their turn on the corresponding day. 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 (for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). This is taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart of the player's choice is spent (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 due to 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 assessed by the player reporting 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 of the player's choice is spent (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. Red-rush is prohibited, meaning a player playing as red has no right to attack on the first day of the week with growth purchased on that day:
a) the blue castle (even if the castle is unguarded);
b) blue 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 arrive with purchased heroes, as well as troops from External Dwellings ("Nychki"), 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 a defending hero.
5.3. Diplomacy is permitted only for reducing the cost of same-side buyouts 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, and there are no restrictions on their further use.
5.4. Dimension Door spell:
- on all templates except XL+U size templates, can be used by each hero no more than 1 time per day;
- on XL+U size templates, can be used by each hero 2 times per day with expert air magic.
5.5.1. Visiting Cartographers is prohibited.
5.5.2. The Fort on the Hill can be used to upgrade only those creatures whose upgraded dwelling is built in any of the castles controlled by the player. Creatures whose upgrade is prohibited under point 5.8 cannot be upgraded.
5.6. Transitions between zones.
On all templates except XL+U size templates:
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, destroying any one of them is sufficient.
5.6.2. If the guard of the passage between zones is shifted deep into the neighboring zone, passing into that zone is permitted for its elimination. In the presence of several passage guards, it is permitted to enter the neighboring zone to eliminate any guard of the player's choice. Elimination of the guard in these cases must be the first action in the new zone.
5.6.3. It is permitted to penetrate into a neighboring zone without breaking the passage guard in order to visit an object belonging to the zone where the player is located.
5.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
5.6.5. In the absence of passage guards, free transition from zone to zone is permitted.
5.6.6. It is permitted to penetrate into neighboring zones using Angel Wings, Dimension Door and Fly spells, without destroying the guard.
5.6.7. 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 the opponent destroy one of the guards or pass through this passage;
- there is any other indisputable evidence that the guard was destroyed.
On XL+U size templates, it is permitted to pass from one zone to another without breaking shifted guards.
5.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using Fly, Dimension Door spells and the Angel Wings artifact), 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; without visiting the corresponding Key Keeper's Tent and removing the Border Guard, it is forbidden to take Pandora's Boxes, Magic Scrolls, Artifacts or visit any objects beyond the guard.
5.8. Castle restrictions.
5.8.1. In the Conflux castle, it is prohibited to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is chosen randomly during map generation.
5.8.2. In the Necropolis castle, it is prohibited to build the Necromancy Amplifier.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran arrives as a non-starting hero, developing him is permitted for any castle.
5.8.3. If a computer player's castle has level 1, 6, or 7 monster upgrades 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 the Necromancy Amplifier is built, upgrading vampires is prohibited, and additional skeletons do not need to be dismissed.
5.9. It is prohibited to assemble the composite artifact Cloak of the Dead King. All other composite artifacts may be assembled.
5.10. Restrictions on heroes Izra and Vidomina.
5.10.1. Izra and Vidomina are permitted to increase the Sorcery skill to expert level only with the last offered skill or via the Scholar own Book. In this case, there are no restrictions on further use.
5.10.2. Izra and Vidomina who obtained expert Sorcery by a method other than that specified in point 5.10.1 may attack neutral monsters only with subsequent surrender or buyout. In doing so, they have no right to use the Shackles of War artifact.
5.10.3. Izra and Vidomina released from prison with expert Sorcery can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by point 5.10.2.
5.11. Use of Level 4 and 5 Magic Scrolls.
5.11.1. It is prohibited to use Level 4 and 5 Magic Scrolls without building the corresponding level of Mage Guild in any of your castles. If your castles lack the corresponding Mage Guild level, you must fully build all levels of Mage Guild in any two castles that belong to you. Visiting said castle with a hero is not mandatory. It does not matter whether the castles with built Mage Guild levels are subsequently controlled.
5.11.2. Scrolls can be used if:
- the corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero lacks sufficient wisdom skill to learn this spell);
- the corresponding spell was obtained by any of your heroes after visiting the Scholar own Book;
- a Magic Book of the required element was found;
- the given spell was obtained 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 at the Artifact Trader in Tower, Conflux and Dungeon castles to sell Artifacts or Magic Scrolls at prices that do not correspond to their actual price.
5.13.2. Using the bug for viewing an opponent's hero is prohibited.
5.13.3. Use of a hero without an army (there must be at least one unit in the army) is prohibited. Before dismissal, the entire army can be taken.
5.14. Actions not prohibited/restricted by these rules are permitted.
Version 3.0.
Draft of Section III.
III. Map setting options, additions and differences in game rules for popular templates (SoD version).
Descriptions and text files for templates, as well as information on how the random map generator works, can be found in the topic Useful info: templates, maps, programs.
It is recommended to adhere to the general rules set out in Section II, with individual differences for each template.
1. Template 2SM4d(3):
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.
2. XL+U size templates: 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
Map setting options: map size XL+U, players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%, turn time limit – 8 minutes.
Additional:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
3. Template Jebus cross:
Map setting options: map size XL-U, players - 2, computers – 0; teams – 0; no water, strong monsters, difficulty 160%, turn time limit – 10 minutes.
Differences:
- In the Necropolis castle, Galtran can be chosen as the starting hero.
Additional restarts:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- Mandatory restart if a player has no ГО at all 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.
- Mandatory restart if a player has not a single passage from their starting zone to the center. Taken on the day this fact is discovered.
- Restarts at the player's request,
a) who lacks ГО in the passage through which the road leads to the central treasure zone;
b) who lacks a road to the central treasure zone,
taken on the day these facts are discovered.
If subjective restarts remain, then a subjective restart of the player's choice is used (e.g., for 124 one can take the remaining restart 111).
If subjective restarts have run out, the player is entitled to request an additional restart.
Additional rules for transitions between zones:
- In order to exit your zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone to other zones, it is necessary to break through the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is prohibited until the ГО between these zones has been broken.
- Passing through bugged passages between two zones 1-4 is only allowed if same ГО have been broken between the central zone 5 and both of these zones.
- Transition between zones using the Angel Wings artifact and Fly and Dimension Door spells is permitted:
a) between any of the zones 1-4 and the central zone 5, if the ГО of any passage between the corresponding zones is broken;
b) between two zones 1-4, if same ГО have been broken between the central zone 5 and both of these zones;
c) in cases of several ГО for one passage - to approach the ГО chosen by the player, provided that the first action in the new zone must be the liquidation of this ГО.
4. Templates Panic and Balance:
Map setting options: size L-U, players - 2, computers - 0, teams – 0; no water, strong monsters, difficulty 130% (rook), turn time limit – 6 minutes.
Additional:
- It is prohibited to enter treasure zones (10 on the Balance template, 6, 9, 12 on the Panic template) through bugged passages.
- Use of Fly and Dimension Door spells is prohibited.
- On the Panic template, heroes Solmir, Dimer and Aislinn can use their signature spell against opponent's heroes only if the player has built a level 4 Mage Guild in one of the cities or captured a city with a built MG4. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built MG levels are subsequently controlled.
- the corresponding spell was obtained by any of your heroes after visiting the Scholar;
5. Templates 2sm2с, Balance(200), skirmish at 200% difficulty - M-200% tournament rules:
Map setting options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%; turn time limit – 4 minutes.
Choice of castles and bonuses is random.
Additional restarts:
- Restart for generations with identical castles. Taken at the request of at least one opponent immediately after map generation.
- Restart on the Balance template at the request of a player who lacks a road to the second castle.
- Restart at the request of a player who has a stone or wood mine, and on the Balance template the second castle is guarded by monsters of level 3 and above or archers of level 2.
After each restart, players switch colors.
Additional rules.
- Use of Fly, Town Portal, Dimension Door spells, as well as the Angel Wings artifact, is prohibited.
- Heroes Solmir, Dimer and Aislinn can use their signature spell against opponent's heroes only in cases:
a) if the player has built a level 4 Mage Guild in one of the cities or captured a city with a built MG4. If your castles do not have the corresponding MG level, it is necessary to fully build MGs of all levels in any two castles that belong to you.
Visiting these castles with a hero is not mandatory. It does not matter whether castles with built MG levels are subsequently controlled.
c) if the corresponding spell was obtained by any of your heroes in Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell);
d) if a Magic Book of the required element is found.
6. Template Nostalgia:
Map setting options: size XL+U, players - 2; computers - 6; teams – 0; no water, monsters - strong, difficulty 160%, turn time limit – 8 minutes.
Additional:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is allowed.
7. Template Mini-Nostalgia:
Map setting options: map size L+U; players – 2; computers – 6 (or 0 - in this case, neutral castles will be used instead of computer players); teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 8 minutes.
To avoid double-builds, the choice of computer player castles is made by human players alternately one by one. The blue player starts the selection. All starting castles must be different. Before the game starts, the host assigns the chosen castles to the computer players.
Additional:
It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is allowed.
8. Template Anarchy:
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 200% (recommended) or 160%; turn time limit – 6 minutes.
Castle selection can be done:
- either in the usual way - by choice,
- or randomly (full random) - random starting castle, hero and resource. In this case, after each subjective restart players switch colors; for objective restarts (hero level, bugs, etc.), no color change occurs.
Restarts:
Restarts for first encounter and strong block are cancelled.
Rules:
All rules except the Fair Play rule and the prohibition of using bugs (clause 5.13) are cancelled.