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Posts from Terra dei Demoni

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In reply to HellLighT
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HellLighT
yes, they should have simply banned necromancy, just like in "The First Snow".
What a champion, he's right!
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In reply to HellLighT
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HellLighT
yes, it should have been forbidden to use Necromancer, just like in "First Snow"
For a specific tournament, it might make sense, but generally, for a template, I don't think so.

Using the same logic, one could ban Necromancer on Castle, 8mm6, and everywhere else.
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Will there be a bracket system? Or will each new round have a new draw? If so, what principle will be used for the draw?
241-568-808
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Floating grid, so I think it's random..
In reply to The_
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The_
Will there be a bracket? Or will each new round have a new draw? If so, what principle is used for the draw?
The draw is held for each round; winners play against winners, and losers play against losers. In case of an odd number of players, a mixed pair is possible.

If someone wants to play the next round in advance, they can arrange it independently with a player who has the same game statistics.
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Then the timer needs to be changed as well – the current one is far too short.
324183776, browser32 (skype)
Играю почти всегда - пишите =)
Мой twitch канал https://www.twitch.tv/browser32

Весна-осень 2011.

In reply to Browser
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Browser
Then the timer needs to be changed as well - the current one is drastically insufficient.
"Players have the right, by mutual agreement, to change the rules of the game, with the exception of the template." (c)

I'm just not a fan of long controls, and here the template is quite simple; in the first week, you can accumulate a decent amount of time for cutting and other tasks.
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There is no need to change the timer.
:smile13:
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Wicc

Following the same logic, one could ban necromancy in Castle, 8mm6, and all subsequent versions.

In Castle, 8mm6, and other tournaments, there is no objective to force or compel a player to start using demons. However, this tournament specifically focuses on that. The possibility of using necromancy reduces the likelihood that players will start using demons. If the goal is to determine who is better at using demons, then banning necromancy is logical. It's not being banned for the template, but for the tournament.
http://ru.twitch.tv/alexkuznec
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11/13/2013 Sloth_D (blue, Fortress, Tazar) lost to Iamsamstan (red, Dungeon, Shakti) on Terra Dei Demoni 114
Lost 2 harpies and 40 gnolls to antimorals with skeletons; lost the desire to continue.
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In reply to Sloth_D
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Sloth_D
11/13/2013 Sloth_D (blue, Fortress, Tazar) lost to Iamsamstan (red, Dungeon, Shakti) on Terra Dei Demoni 114
Lost 2 ducks and 40 gnolls to anti-morale skeletons, lost the desire to continue.
Today, my opponent lost earlier, but just for fun, I replayed his battle with golems. Since the lizards debuffed the gnolls 3 times, the result was as follows, but I don't really want to repeat it. If anyone is interested, I can upload the save files. Thanks for the game!
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1 file attached • Total size: 24.1 KB
435-191-039
Discord Iamsamstan#6087
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it says: ON ANTIMORALS.

http://puu.sh/5h9Sx.jpg
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FireToSky (blue, Conflux, Grindan, Grindan) def Browser (red, Stronghold, Crag, Crag), Terra Dei Demoni 125
Air elementals not built, but in one turn I run through two upgrade dwellings and get the log. On 112 I break into Inferno, fight my way to the tavern, pick up Dessa from a prison there, and run to the Snow Castle. On 113 I take Inferno itself, set demons there, and decide to give myself a bit of a challenge... with 70 mana I attack a stack of stone golems with griffins for a +4 hat because of experience, darn))) There turned out to be 42 of them... 4 demons, 13 air elementals, a handful of imps, and about fifty faeries) Thought I'd lose, but no, a well-timed bless learned through a Scholar turned out to be very useful. Spent mana down to zero and lost a demon, 3 air elementals, and about 20 faeries. Then I ran along the roads, luckily they're fast...
Sticking to the principle of "break everything" and even things that don't necessarily need breaking, I attack a stack of elves on the grass for a +1 necklace:) Left another demon and 6 air elementals there. All that remains of the former army are sad memories, but Grindan makes a good spellcaster, just what's needed with max Log and leveling-up Earth (deliberately didn't take Air yet). By the end of the week I took Castle and Dungeon and camped at the dwarf dwelling for 20 efreets. At home 1-7 in the fort, in Inferno 12456 in the fort with Guild Mage 2 built.
Plenty of gold, so on 121 I buy psychos, 4 birds, upgrade pit fiends, and slowly the process gets going. On 122 I bring the numbers up to 50 and take a level 2 Griffin Conservatory without losses with Mass Slow. On 123 I very luckily get Resurrection and Inferno at Guild Mage 4 Inferno and break a GO of 75 genie wisps without major losses.
124 - I run around the center a bit, take a Pandora's Box with 15k gold, and crash for mana in the Dungeon vortex.
125 - with stats 2-1-9-12 (360) (expert Intelligence), 67 greater demons, 2 angels, and meat from the Conflux I take a level 3 Dragon Utopia with the help of Resurrection, it gives some junk like a +4+4 hat, a bag, and boots with 15% resistance, then a Pandora's with greater efreets for all the air elementals and here we are camping (of course on speed boost)))) Near the opponent's GO in the form of Enchanters on our side of the portal. A rough assault didn't work, because the blue player surrenders without seeing a remotely realistic way to break a stack of arch devils that unfortunately blocked not only the passage to the center, but also the path to my own Inferno.
Thanks for the game!
P.S. Never played with coded saves before. After the game I wanted to see what the opponent had. Turns out it was enough to enable autosave gm2 and you don't need any passwords... how is this problem solved?
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14.11.2013 The_ (blue, Conflux, random, Monere, Tanta) def u2noob (red, Conflux, random, Luna, Luna) Terra Dei Demoni 142.

We got wrecked completely, including a tech restart, and a very frustrating one at that; there was Luna, two Griffin Conservatories, two Dragon Fly Hives (but a damned passage from my secondary hero into his Inferno, a gold mine got sticky), I suggested my opponent play the situation like Jebus Cross, i.e., ignore the passage and run around in our own territories; to my surprise, I heard a refusal, even though I never revealed Luna and my opponent had Galtran.
After that, I had to burn my own two restarts, because it kept giving double GO in the portal.

As a result of all the manipulations, it came down to me getting Monere, while my opponent got Luna as a start.
My mood, to put it mildly, plummeted; the only thing that cheered me up was Tanta coming in, who quickly got Wisdom and Earth, which I needed. In this game, I deliberately took blue for the Tower (Mage Guild level 5) and the Dungeon with the vortex.
A disgusting respawn, no stables, ore under blocks, 2/3 of the respawn under blocks, which aren't worth hitting at all (a waste of time), I immediately ran into Inferno, and then flagged the Tower as well on day 114, - started building up the Citadel. By God's grace, I placed birds in the Citadel; there's no other way to put it - on day 117 I had 1500 gold, and zero chance to pick up money anywhere. In the end, Tanta was clearing resource piles off-road and such, while the scout hero was trading at the market; my heart was literally bleeding exchanging rare resources (the Mage Guild was only level 3 at that point). On day 121, I take a box with 5k gold on Castle's secondary hero; there I also manage to get a decent amount of gold by capturing a castle, I take the Black Market – there are boots +15% Necromancy. Again, pain and suffering, exchanging rare resources for cash (Mage Guild still level 3). Around day 123-124, I finally reached the Dungeon, hauled about 200 skeletons from that respawn with the boots; before that, I only had 200 total.

*Lyrical digression: GO again through the damned portal, and kings with one eye, and heaven knows what's on the other side. Now about the content: my opponent has 4 Griffin Conservatories, I have 1 (for 1 angel), 5 locations – 0 Hives of the Harpy, 0 Dwarf Cottages (there was one Dwarf Cottage in the snow in the very corner); either it didn't proc, or Wik messed up the drafting somewhere)), but how to kill the GO without magic, which might not even be ready in time, is not entirely clear (slaughtering demons, in this game there definitely wasn't enough money). Though in this game I was lucky that my opponent wasn't rushing me and gave me room to develop. *

I finish building Mage Guild level 5 + the library; they gave me Animate Dead and Implosion; at level 4 – Chain Lightning, Meteor Shower, Fire Shield; I double mana in the Dungeon; stats are nothing special - level 13, though the skill roll is excellent: Wisdom, Earth, Logistics, Offense, Air, Tactics. I take two Naga banks; in one of them, I leave 3 birds and 7 Psychos – well, that's normal, acceptable losses.
On day 134, I break the Cyclopes; auto-combat loses to zero, killing 5 Cyclopes! With great difficulty, I killed them with Implosion + skeleton reserves. On the other side, Chaos Hydras; a stack of 550 skeletons kills 3 Hydras at max damage.. again, I only win this fight through magic. In the treasure zone, I manage to get the Golden Bow, two Dragon Fly Hives (for 20 Wyverns), two boxes totaling 160 Devils (this is outright trolling in my opinion), and I leave a good chunk below the portal – a Mana Vortex, a Ring of +1 HP, a box behind a stack of Psychos, two hives; Luna definitely won't reach that. The rest of the center was already eaten up by red a couple of turns ago.
On their turn, red didn't perform any activity, even though their army looked better there, stats were higher; apparently they were waiting for more growth. On day 141, I break out of that zone to refill mana in the Dungeon; 250+ mana, and I return to the portal with growth, etc.; I leave a couple of scout heroes in the portal with Implosion (I specifically leveled their Wisdom).
On day 142, Luna attacks the scout hero; I cast Implosion, but very unsuccessfully; I overlooked that there was +3 HP, and Implosion deals 400 – only one angel dies. Luna's army: 9 birds, 8 angels, 55+ Monks. Stats ~7-4-16-140+, I think so; my army: 550 skeletons, 20 ducks, 1 angel, 8 birds, 36 Firebirds, 12 Pissants, 44 Ice elementals; stats 9-6-12-250+. Luna attacks Tanta nearby; thanks to Oil and Implosion, I win relatively easily; in the Mage Guild level 5, they gave Sacrifice.
Thanks for the game!

Suggestion to Wik: can you make it so that the GO only appears on one side of the portal, something like: if portal, then GO on one side. Because the portal here only appears in GO, and considering the impoverished content, breaking 45000 GO vs 90000 makes a HUGE difference.
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In reply to The_
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The_
Suggestion for Vik: could it be possible to make it so that the Gate of Oblivion (GO) appears only on one side of the portal, something like: if portal, then GO appears on one side. Since the portal only appears within the GO, and considering the reduced content, breaking through 45,000 GO or 90,000 has a HUGE difference.
If I knew how to do it, I would have done it a long time ago. But alas...

In general, trying to find a balance on L-U templates is a futile effort; the generator has a much greater impact than the player.

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