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

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Chingis
Hit-and-run is prohibited.

And what about using it against neutral creatures and enemy heroes? The rules don't specify.
Edited:
3.2. Hit-and-run is prohibited: Your hero, attacking an enemy hero, is not allowed to retreat in the first round of combat if they cast any spells. This prohibition does not apply to a hero who is defending.
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Chingis
Still not clear to me. Or is it clear that you can use hit-and-run tactics against neutral creatures?
There's also this point:
3.14. Actions that are not prohibited/restricted by these rules are permitted.
The opponent's hero doesn't control the neutral creatures.
In reply to Pit for LM
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Two questions not about the new rules, but in general.

1.
5.4. The Town Portal spell may be used by any hero no more than 1 time per day.
By only one hero and only once, or can it be used by 2-3 heroes, for example, each once?

2. I was playing funky on Jebus, went out onto the sand, one of the "empty" respawns had no guard, I made a few moves with my scout hero inside, there were no neutrals anywhere, I turned around and left. The opponent definitely wasn't there, his ГО wasn't broken, and I had Air Magic Expertise, everything was visible. Could I have gone there?
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to leosnow
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HIGH DRAW SYSTEM

I propose an alternative to the standard coin toss (if players, for some reason, cannot play or finish the game, a coin is tossed to determine the winner. My option is much more interesting – if anything can be interesting in determining a winner without playing).

Players perform a standard draft in choosing Castles. One, for example, chooses a Dungeon, the other – a Rampart. Then, the judge creates a network game. Players connect to it. Game settings: any map, 8 Castles, all random. A map is created. Players see which Castle is higher in the list; that player wins. If one is missing, then the player with the available Castle wins. If neither is present, then the map creation should be repeated.

Details and variations can still be discussed and improved. Players, among themselves, if they trust each other, can conduct such a draw.

P.S. In this option, the players participate in the lottery themselves. They see the result themselves and immediately. And if it catches on... I want the name to sound impressive in some way... For example, call it HIGH DRAW SYSTEM :D
In reply to высокий
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High
HIGH DRAW SYSTEM

I propose an alternative to the standard coin toss (if players, for some reason, cannot play or finish the game, a coin is tossed to determine the winner. My version is much more interesting – if anything can be interesting in determining a winner without playing).

Players perform a standard draft in choosing Castles. One, for example, chooses a Dungeon, the other – a Rampart. Then, the judge creates a network game. Players connect to it. Game settings: any map, 8 Castles, all random. A map is created. Players see which Castle is higher in the list; that player wins. If one is missing, then the player with the available Castle wins. If neither is present, then the map creation should be repeated.

Details and variations can still be discussed and improved. Players, among themselves, if they trust each other, can conduct such a draw.

P.S. In this version, the players participate in the lottery themselves. They see the result themselves and immediately. And if it catches on... I want the name "High" to sound good... For example, call it HIGH DRAW SYSTEM :D

I thought the point of the coin toss was that players, for some reason, cannot play, and most often this reason is simply the absence of one of them. So, how then do you conduct a *High Draw*?:o
In reply to высокий
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High
HIGH SYSTEM DRAW

I propose an alternative to the standard coin toss (if players, for some reason, cannot play or finish the game, a coin is tossed to determine the winner. My option is much more interesting (if anything can be interesting in determining a winner without playing).

Players perform a standard draft in choosing Castles. One, for example, chooses a Dungeon, the other - a Rampart. Then, the judge creates a network game. Players connect to it. Game settings: any map, 8 Castles, all random. A map is created. Players see which Castle is higher in the list; that player wins. If one is missing, then the player with the available Castle wins. If neither is present, then the map creation should be repeated.
Details and options can still be discussed and improved. Players can also, among themselves, if they trust each other, conduct such a draw.

P.S. In this option, the players participate in the lottery themselves. They see the result themselves and immediately. And if it catches on... I want the name "High" to sound good... For example, call it HIGH SYSTEM DRAW :D

In reply to Pit for LM
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High-2 Draw:
Let both players name a random six-digit number, then let them multiply them. If the last digit of the resulting number is even, it's heads; if it's odd, it's tails.
In this version, the players participate in creating the product of two numbers, and they will also repeat the arithmetic again).
ICQ601845540

Как сделать так, чтобы в подписи картинка рейтинга была кликабельной?
In reply to Stratte
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Stratte
I thought the point of the coin was that players, for some reason, can't play, and you even wrote that the most common reason is simply the absence of someone. So how do you conduct a *High Draw* then?:o

In most cases, they communicate but can't find a common time to play. It's often just an evening. But they can find half an hour. Like in the novice semi-final... when Gasik won the coin. Their time expired, and they didn't have time to play. At the same time, I think they could have found half an hour and become participants in the draw themselves, instead of receiving the results through the forum.

Even if someone is absent, you can give them some kind of castle. The opponent will choose another, and the judge can conduct the generation (transfer). It will be immediately clear who won.
In reply to Pit for LM
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the judge can initiate a generation (trance)
Or maybe the judge will come over for a visit, they'll have a few beers, and chat about life?
In reply to RiMpel2
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RiMpel2
Maybe the judge will come over for a visit, have a beer, and chat about life?

Smart. Or maybe it's easier for him to find a witness and flip a coin. And then tell everyone how someone saw him flip the coin and that everything here is fair?
Or, within 5 minutes, create a replay, generate a map, and not talk about witnesses or the coin. Everyone will see it for themselves. I already understand your attitude towards this. You don't need to comment.
In reply to высокий
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high
Smart. Or maybe it's easier for him to find a witness and flip a coin. And then tell everyone how someone saw him flip the coin and that everything here is fair.
Or, within 5 minutes, create a trance, generate a map, and not talk about witnesses or the coin. Everyone will see it for themselves. I already understand your attitude towards this. You don't need to comment.
Why would he need to find a witness? If a person is appointed as a judge, it means there is a default level of trust in them.
In reply to высокий
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high

Or, within 5 minutes, create a trance, generate a map, and not talk about witnesses or the coin.
Yes, the coin is much simpler and faster, but the essence is the same. And imagine if castles don't appear in the first generation, then in the second, and so on. It would just take too long....
In reply to Pit for LM
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How about suggesting players play chess, where the winner loses! It would only take an hour instead of a full game, and the players themselves would participate! High, no offense, but your suggestion sounds a bit absurd. P.S. If you really need to see a result, you can ask a judge to flip a coin while in a trance, and offer the choice of which side of the coin to pick to the player who tried harder to find the time and opportunity for the match. And randomness is randomness, no matter how hard you try to change it.
In reply to HellLighT
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HellLighT
How about suggesting that players play chess, and the winner loses! It would only take an hour instead of a full game, and the players themselves would participate! High, no offense, but your suggestion sounds a bit absurd.
P.S. If you really need to see a result, you can ask a judge to flip a coin in a trance, and offer the choice of which side of the coin to choose to the player who tried harder to find the time and opportunity for the game. And randomness is randomness, no matter how hard you try to change it.

Okay. The topic is closed. I was just thinking about how to do it better.
In reply to leosnow
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leosnow
Two questions not about the new rules, but in general.

1.
Only with one hero and only once, or can it be done with 2-3 heroes, for example, once each?

2. I played a fun game on Jebus Cross, went out onto the sand, one of the "empty" respawns had no guard, I made a few moves with a scout hero inside, there were no neutrals anywhere, I turned around and left. The opponent definitely hadn't been there, his GO was not broken through, and I had Air Magic expert, everything was visible. Could I have gone in?

Regarding the first question: no more than once with one hero; if you have 15 heroes, then up to 15 times.


Regarding the second question:
According to the rules...
- In order to leave your own zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone into other zones, you must break through the corresponding GO. Using bugged passages between the central treasure zone and a specific zone is prohibited until the GO between these zones has been broken through.
Thus the answer is: you cannot.
С истиной где-то рядом...





Лето 2010.

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