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In reply to Redwhait
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11 years ago
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Redwhait HP
The chess timer will add the amount of time equal to the number of turns you've made.
If you played for an hour, it will add an hour; if you played for a minute, it will add a minute.
In other words, after loading a save, you get the amount of time that was available at the beginning of the turn. Therefore, it's best to save at the beginning of your turn, so you don't have to burn any time. But it's better to remember the timer before saving. :smile01:
In reply to Dirty_Player
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11 years ago
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Dirty_Player
... But it's better to remember the timer before saving. :smile01:
or maybe the timer could be displayed by the autosave program?!, like:
121_X(24:59)_vs_Y(33:01)
then you wouldn't have to worry about it.

P.S.: I also wanted to suggest another feature for the timer, so that it would show both the opponent's turn and your remaining time (maybe it's not necessary, but just in case).
In reply to scorp
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11 years ago
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scorp

P.S.: I also wanted to suggest adding a timer that displays both the opponent's remaining time and your own during their turn (it might not be necessary, but just in case).
Isn't it possible to display your own timer somehow? (I've never needed it, but I've seen it somewhere).

Guys, another question has arisen.

I recently played Might & Magic VI with no one-way portals and encountered a non-functional portal. I mean, a two-way monolith, but I can't enter it. It's as if my hero from the other side is blocking it. Has anyone else encountered this? Or am I just hallucinating?
In reply to Rabe
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11 years ago
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Rabe


I played 8mm6a recently without one-way portals and ran into a non-working portal:) I.e., a two-way monolith, but I can't enter:) As if my hero is blocking it from the other side. Has anyone encountered this? Or am I having a night hallucination::)
There are 2 options. The 1st is more obvious: the respawn where this teleport led has sunk.
The 2nd one is rarer: the generator created 1 teleport. I had this happen on Diamond. Two teleports on the native respawn, off-road, just standing there for decoration.
In reply to Redwhait
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11 years ago
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Redwhait HP
There are 2 possibilities. The first is more obvious: the area where this teleport led has been flooded.
The second is rarer: the generator created 1 teleport. I had this happen to me on Diamond. There were 2 teleports on the native spawn, along a dirt road, just for decoration.
The second option is most likely a buried area in the dungeon, possibly partially occupied by neighboring spawns, which makes it less noticeable.

In general, a non-functional teleport in the starting zone or in areas adjacent to it is a reason to send the save file to a judge to check for a bug that requires a restart. Because there is a risk of playing for 2-3 weeks and then finding out that there is no way to reach the opponent at all.
In reply to Wicc
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11 years ago
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Wicc
The second option is most likely a flooded area in the dungeon, possibly partially occupied by neighboring respawn points, which makes it less noticeable.

Generally, a non-functional teleport in the starting zone or in areas adjacent to it is a reason to send the save file to a judge for a possible restart due to a bug. Because there is a risk of spending 2-3 weeks and then finding out that there is no way to reach the opponent at all.

This portal was discovered in the 2nd month! :) In such a narrow passage that I was already happy that I would finally get somewhere. But no.
And regarding the flooding - it is quite possible, because on the map without water, there was a strip of water on the screen (today I will open the save file, since we have already finished playing, and see if there is an endless sea there) :)
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11 years ago
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Well, I once played Might and Magic VI with Voland, and both of my teleportation spells in the dungeon didn't work, meaning I had messed up my own companion, and there was absolutely nothing else to do... a real pain. I noticed that in such cases, in Might and Magic VII, it's easy to detect a Dimension Door or Fly spell, as the chances remain. More amusing are maps with a path like "Around the World in 80 Days." That is, a narrow path leading around the perimeter of the entire map, right along the edge of the frame. In the last game with Aiwe, that's exactly what happened.
In reply to KobRa_RR
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11 years ago
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KobRa_RR
Well, I once played Might and Magic VI with Voland, and both of my teleportation spells in the dungeon were non-functional, meaning I had killed my own companion, and there was absolutely nothing else to do... a real pain. I noticed that in such cases, in Might and Magic VII, it's easy to detect a Dimension Door or Fly spell, as the chances remain.
What's even more amusing are maps with a path like "Around the World in 80 Days." That is, a narrow path leading around the perimeter of the entire map, right along the edge of the frame. In my last game with Aiwe, that's exactly what happened.

Yeah, my purple companion, a real bug user, stole the main role by going along that strip :D
11 years ago
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Small tip: during scouting (especially with unnecessary scouts), you can reveal extra tiles by attacking monsters that are blocking the path. Maybe someone didn't know that.
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11 years ago
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Hello everyone. Can someone explain why this spell costs so much? I was fighting against a group of Pegasus on Inferno difficulty (if that makes a difference). I just hadn't noticed this before.
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11 years ago
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Might be off-topic. Can you explain: Why, during the same turn, when I view the enemy's forces, the strength of their army and hero changes. And if at the beginning of the turn, angels were highlighted, later it's a unicorn, and then at the beginning of my turn, it's angels again. Why is that? Thank you.
In reply to Mar
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11 years ago
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Mar
Perhaps this is off-topic. Could you explain why, during the same turn, when I view the Thieves' Guild, the army's strength and the hero's stats change? If angels were highlighted at the beginning of the turn, later it's a unicorn, and then at the start of my turn, it's angels again. Why is this happening? Thank you.
This is possible because the hero who had the army at the end of the previous turn has disappeared somewhere (was defeated, dismissed, or entered a castle), and the Thieves' Guild assumes that the entire army died with him, which is why it shows a different strong monster and the army's strength is less than what the player sees.
11 years ago
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Here's another question for the anarchy experts – that is, Wicc and Kluk. In the attachment (passwords 3444 and 1), there is clearly asymmetric generation, which shouldn't be among the templates.
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In reply to zoog
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11 years ago
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zoog
Here's another question for the anarchy experts – that is, Wicc and Kluka. In the attachment (passwords 3444 and 1), there is clearly asymmetrical generation, which shouldn't be among the templates.
I took a look. What's asymmetrical about it?

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