Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
The second stage of the "Van Kanighem" tournament.Auto-translated
This rule CAN be tracked. To do this, all players must make daily saves. And, upon request, provide them along with a detailed walkthrough.
It's possible, but is it necessary? I'm saying he won't check everyone, and if someone accidentally makes a mistake and takes 10th place, who will rigorously check that player? He's not a leader, but nevertheless! Qwerty;71160
As for the example given above, a level 1 hero is not considered "leveled up"; a leveled-up hero is one who has gained at least one level.
So, you can't buy a hero that isn't yours and that has a level > 1 (even if I killed him with my own hero)? Am I understanding correctly? But I'm not an expert on Heroes II; is there a way to load a save to manipulate the shop? :) And does any hero initially have level 2?
Initially, all heroes in Heroes of Might and Magic II start at level 1.
You cannot buy a hero that is not your own and has a level higher than 1.
+5 can also be easily checked using save files.
Initially, all heroes in the second game start at level 1. You cannot buy a hero with a level higher than 1.
I agree with this – understood!Qwerty;71173
It's also easy to check the +5 bonus using save files.
But I disagree with this. Are you sure that a player from a tournament a few editions ago, who placed 6th, didn't use this +5 trick? Who checked his save files? At most, they can check all the weekly save files of the leader. No one will bother with the rest. Because it's easy to check a single player. But checking all participants would require significant effort, and each player would have to send in not just one save file, but one for each week. So, this ban doesn't make sense.
Added 3 minutes later Kyle;71178
Why? Explain it to me, I'm not very bright.... In all tournaments, for other versions, there are no such restrictions.... Sincerely.
Well, it's like you're a cool hacker and you create the most powerful hero possible, and then you say you bought him in the tavern :) How can Alan tell in this case whether you bought him in the tavern or not? But as it is, they just ban it, and that's it – but you can track the leveling up of your heroes. On the one hand, it's correct, but on the other hand, it limits the possibilities of the game
I don't understand how I can track who left the computer and who died. Can they not be bought at all, or what? This rule is very unclear - please explain it in detail or remove it.
I'll try to answer: When buying a hero, always look at four things: 1) Does he have any extra parameters? 2) Does he have any artifacts? 3) How much experience does he have (usually from 0-180)? 4) Check his spellbook (what's in it besides the standard spells).
The ban exists and is borrowed from the rules that have been used in dozens of tournaments.
Therefore, in tournaments, those who play better win, not those who have more time to repeatedly save and load the game to catch up on weeks of growth and enemy heroes.
The ban on using a developed enemy hero is needed so that players play, and not their heroes. This again sharply limits the possibilities of saving and loading and puts in the first place not the availability of free time for the player, but his skill. The same applies to graveyards, caves, and so on.
If you think about it, the result is a kind of compromise between offline and online play.
Let me try to answer: When buying a hero, always look at four things: 1) Does he have any unnecessary stats? 2) Does he have any artifacts? 3) How much experience does he have (usually from 0-180)? 4) Check his spellbook (what's in there besides the standard spells).
I already understand that. But what if I have both of these heroes in the tavern who don't meet these conditions? How can I change these heroes in the tavern in Heroes 2? Can I do it with save-loading?
The ban on using a highly developed opponent's hero is needed so that players play, and not the opponent's heroes. This again sharply limits the possibilities of save/load and puts skill first, not the amount of free time the player has. The same applies to graveyards, caves, and so on.
I didn't understand, what else is there about graveyards, caves, and so on? Can't you break through and raise anything?
But if this rule (+5 X) prevents me from playing comfortably, I don't care about the +5 Luck on the first week, but no matter how many times I go through the 7th day/new week, I always get +5 Luck, and I'm not going to use a different tactic because of such a minor thing. And the esteemed organizers think that I'm playing to my advantage.
The ban exists and is borrowed from the rules used in dozens of tournaments. Therefore, in tournaments, those who play better win, not those who have more time to repeatedly save and load the game to catch up on weeks of growth and enemy heroes.
The ban on using a developed enemy hero is needed so that players play, and not their heroes. This again sharply limits the possibilities of saving and loading and puts in the first place not the availability of free time for the player, but his skill. The same applies to graveyards, caves, and so on.
If you think about it, the result is a kind of compromise between offline and online...
But these rules eliminate only 10% of the unfairness compared to online... this is already good! But maybe it's worth coming up with some more restrictions... ...I need to think about it... :smile35:
IronAxe;71158Me too. But I'll explain why. Alan isn't going to check every single save of every player for every week change and count how many units each person ended up with! Therefore, the possibility of cheating remains, even if it' same not intentional—for instance, someone might forget to redo a turn with a +5 drop and accidentally get more troops. Removing this ban will put players on equal footing: if you want +5 troops, just load-save :)It's like doping in sports. Some take it—hoping they won't get caught—while others don't. If the ban on doping were lifted, most athletes would start using it. Here in Heroes, removing this rule creates a similar situation: if you want to perform slightly better, just load-save (since not everyone has infinite time :) ).
But if this rule (+5 X) prevents me from playing comfortably, I don't care about the +5 Luck on the first week. No matter how many times I go through the 7th day/new week, I always get +5 Luck, and I'm not going to use a different tactic because of such a minor thing. And the respected organizers think that I'm playing to my advantage.
Why don't you write to the organizer; maybe he'll allow +5 Luck on the first week – anyway, their computer won't build it that early.
It's like doping in sports. Some people use it, hoping they won't get caught, while others don't. If the ban on doping were lifted, most athletes would start using it. Here, in Heroes, if this rule is removed, a similar situation arises: if you want to get a slightly better result, you find a load-save (but not everyone has unlimited time).
It seems that IronAxe is a seasoned cheater, and you're telling him that it's not good to do so. :)