I don't think I was drinking, but I can't choose Mullich as a starting hero for the Fortress. It's just not in the list :smile21:
Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
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5.5.2. The Fortress on the Hill can only be used to upgrade creatures whose upgraded dwellings have been built in any of the player's controlled castles. It is not possible to upgrade creatures whose upgrade is prohibited in section 5.8.
and un-upgraded cavalry (this can be done for free in the stable), and since the stable is an external building, why isn't there an exception for cavalry?:smile13:
I would like to know your opinion on the following:
5.5.2. The Fortress on the Hill can only be used to upgrade creatures whose upgraded dwellings have been built in any of the player's controlled castles. It is not possible to upgrade creatures whose upgrade is prohibited in 5.8.
and non-upgraded cavalry (this can be done for free in the stable), and the stable is an external building, so why isn't there an exception for cavalry?:smile13:
It would be logical to add the Diamond template to section 5.6, or to write about it in the section on templates.
+ the number of days for restarts after a match should be reduced by 1.
After the first restart after a match, the time for the next restart is reduced by one day, i.e., the second time a restart after a match is taken up to 114-115-116 inclusive for fast, medium, and slow paths, respectively. The time for the third and all subsequent restarts after a match is reduced by another day, i.e., to 113-114-115 inclusive for fast, medium, and slow paths, respectively.
...am I the only one who was confused by Mullich?
I repeat once again. Theory is great. Let's play and discuss real game situations and the impact of our changes on the balance in specific games, and not just in our heads. It won't take long to vote and return to the old wording...
And the main difference between version 3 and the previous one is the separation of the general rules - section II - and the rules for specific templates (including for Castle Maps) - section III - into different sections. In version 2, these things are sometimes written completely incorrectly.
/topic/10416/
at the beginning of the first post it says:
Restarts.
For the seasonal Tournaments, a system of subjective restarts "totaling 2 days" applies:
But if you follow the link to the actual rules text:
/topic/10415/
then – in section 4.3. Subjective Restarts it says:
Each player has the right, without giving reasons, 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 (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).
There's an inconsistency. Perhaps it should be corrected to 2 days in the rules themselves so that there are no misunderstandings.
P.S. The question is resolved - Pit explained that the rule of 3 days applies in Tournaments, while the rule of 2 days applies in Seasonals.
Question - why is there a difference between points a and b?
What is the deep meaning behind this?
Why are there more stringent requirements for attacking a Castle?
I don't remember exactly, but it seems that the Chinese are even prohibited from attacking a Garrison with reinforcements and from blocking the blue player's reinforcement supply.
So, is there no exception for cavalry?:smile13:
If there are 2 passages to one zone, and you break through one. Can you pass through the other passage, bypassing the shifted guard?
For NON-XL+U templates, it is not allowed:
3.6.1. In order 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 on the passage, it is enough to destroy any one of them.
.....
3.6.7. It is allowed to pass by the guards of the passage, without destroying them, in the case where
- the player has already passed through this passage (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 undeniable evidence that the guard was destroyed.
Discord Iamsamstan#6087
2 for tournaments is perfect imo. For regular games it could be 2, but less than 2 is also an option.
@misplaced guards: Are we allowed to pass misplaced guards between 2 zones if we have beaten guards between those 2 zones far from where we now want to pass? Meaning guards to the zone are beaten, but not guards to the specific pass.
@misplaced guards: Are we allowed to pass misplaced guards between 2 zones if we have beaten guards between those 2 zones far from where we now want to pass? Meaning guards to the zone are beaten, but not guards to the specific pass.
No, we should eliminate the guards of the specific pass before using it.
Rules will be translated to English completely, but that requires some time...
I agree that 3 restarts are too many, but 0 is not enough.
I used to believe that restarting at will shouldn't be allowed at all, but Heroes has changed my mind. Twice in a row, I was dealt hopeless scenarios that I heroically tried to play, but in the end, neither I nor my opponent enjoyed the game because it wasn't a real competition. There were no chances from the beginning; the opponent just had to avoid making mistakes, and they would easily defeat me.
As an idea, allowing 1 restart within three days could be a good solution to eliminate completely unplayable scenarios with unexpected blocks everywhere or almost everywhere.
For me, the real problem is that you can get a completely unplayable scenario with blocks on all roads, for example, which you check on levels 112/113, and everywhere you have to go around and lose tempo.
And the waiting for a good scenario is a problem created by the players themselves (and now by me too, since restarts "at will" are allowed, and the opponent will also use them).
Well, it needs to be tested in some tournament to gather statistics.
Discord Iamsamstan#6087
No, we should eliminate the guards of the specific pass before using it.
The rules will be translated into English completely, but that requires some time...
This isn't clear in the rules; either it needs to be stated explicitly, or it needs to be discussed, because it's unclear why I can't run through a zone if I've cleared a passage to it, even if it's in a different location.
As for why – that's a completely different question. If there's a passage in another location, then having guards there is a perfectly logical price to pay for passage. Otherwise, there could be a mountain in that location, or simply an impassable obstacle.
It's quite obvious. Doesn't the word specific clearly indicate that the rule applies to a specific – single – passage, and not to all possible passages between adjacent territories?
As for why – that's a completely different question. If there's a passage in another location, then guarding it is a perfectly logical price to pay for passage. Otherwise, there could be a mountain in that location, or simply an impassable obstacle.
