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Posts from Mirror templates.

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In reply to Sanin
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Sanin
Will they behave the same way too?

If the orange unit kills you, then its clone will do the same to your opponent.


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In general, I don't know what caused it, but I was playing on a mirrored diamond map. At the end of my turn, I moved to an observatory on the territory of the orange player. After passing the turn, it started. The AI entered a teleport and started doing something – going back and forth, without leaving the teleport – and it lasted for a very long time (I figured it would be infinite, that the AI was stuck in a loop), until we decided to exit the game and reload from the opponent's turn, and I didn't enter the observatory. It seemed to work, but there was still a delay after passing the turn, specifically during the orange player's turn, but it wasn't long. Well, and it seems that I can't do without the observatory anyway, so I opened it, and the AI repeated its trick. In general, I started waiting. I did wait. But something is wrong here. And when viewing the turn, there's also some kind of glitch, a long delay – it feels like the game is about to crash. Then everything is normal, but the opponent's turn is still not visible.
Summer 2013


In reply to KobRa_RR
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KobRa_RR
If the orange creature kills you, its clone will do the same to your opponent.

Not exactly! Its clone will break through the teleport's defenses to another plane, capture the "original" orange creature, and then...
http://ru.twitch.tv/lizard_wt
In reply to rebellious
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rebellious
In general, I don't know what it's connected to, but I was playing on a mirrored Diamond map.
At the end of my turn, I entered the observatory on the territory of the orange Castle, and after passing the turn, it started. The AI ran into a teleport and started doing something – going back and forth, without leaving the teleport – and it lasted for a very long time (I figured it would be infinite, that the AI got stuck in a loop), until we decided to exit the game and reload from the opponent's turn, and I didn't enter the observatory this time. It seemed to work, but there was still a delay after passing the turn, specifically during the orange AI's turn, but it wasn't long. Well, and it turns out that you can't do without the observatory, so I opened it, and the AI repeated its trick. In general, I started waiting. I did wait. But something is wrong here.
And when viewing the turn, there's also some kind of glitch, a long delay – it feels like the game is about to crash. Then everything is normal, but the opponent's turn is still not visible.
Perhaps the AI is incorrectly processing one-way teleports. It seems to have a limit on such jumps for regular teleports, but maybe not for one-way teleports.

If we're talking about a regular two-way teleport, then it's possible that the same teleports are used at the top and bottom (to save them), but jumps between planes through them are impossible; it only teleports to the same plane. If the AI doesn't know this and perceives such a teleport as a 4-way teleport, then maybe it's trying to get to forbidden exits.

If the bug is reproducible, please send the save file to Wizard.

Added 5 minutes ago
aka.Ward3n
We tested it with Diablo x3dm1, it's very interesting, great templates, thank you.
In the game, one zone was flooded; I wonder if there's any way to bypass the generator with this bug?
It seems that in HotA they tried to fix this bug; I don't remember how it ended.

Added 1 minute ago
scorp
try experimenting with the contents of the spawn areas (ranges of spawn object values)
The contents don't really affect it... and moving it too far away from Jebus is ideologically wrong. Here, you need to play with the number and size of zones, and with the number of city-teleports in the center.

Added 6 minutes ago
Sanin
Will they also behave the same way?
No. And this is the main problem with mirrored maps and AI.

For example, h3dm1 was originally with AI (instead of secondary players), but during testing, it turned out that the course of the game depends so much on the AI's behavior that it can no longer be called a mirror map.

On the mirrored Diamond map, it's easier in this regard, since the AI is far away, and you don't have to go to them right away, and then the main hero is better developed, and there are more troops.

Added 4 minutes ago
zoog
Those who played – I have x3dm on L and L+U, 2 players – it says that it cannot create such a map, how is it fixed?
Is HWrulez 1.34 definitely enabled?

If you rotate the Castle for the red player, does the blue one change synchronously?

The settings for h3dm1 are yes, L-U, 2 players, without water.
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I think it would be better to remove the synchronization of starting bonuses. With trading available, it's often more beneficial for the red player to have gold, and for the blue player to have artifacts/resources.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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=Lizard=
I think it would be better to remove the synchronization of starting bonuses. With trading available, gold is often more relevant for red, while artifacts/resources are more relevant for blue.
dunno-dunno ... in SoD, artifacts are always more relevant, because you can find some really good items. Half of the artifacts are more useful than 500-1000 gold, and some are even priceless (both anti-morale artifacts, speed amulet). Unless the cooldown was very large.
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Among the heroes who come to the tavern with troops (at the beginning of the week), there are no heroes with a non-standard army (units of levels 1-3 and units specializing in war machines).

Bron came to the tavern near the swamp.
http://heroes3.tv/aiwe
In reply to Aiwe
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Aiwe
Bron came to the tavern from beyond the swamp.
Apparently, because he's not an expert on levels 1-3 and not an expert on combat units:rolleyes:

Let's fix that.
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People were talking about the armor even back in M200, and Pit complained that he lost because of it.
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It's possible for an unpleasant situation to occur: on one plane, there's a two-cell teleport, and on another plane within the same zone, there's a one-cell teleport. From the first, there are a maximum of 4 possible movement cells, while from the second, there are 5 (movement options, the ability to avoid guards).
Fixed, please.
In reply to Wicc
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Wicc
Apparently, because he's not an expert on levels 1-3 and not an expert on combat units:rolleyes:

We'll fix it.

Maybe I'm getting involved where I shouldn't. But when you fix the armor, also fix Illora (who is a specialist in birds).
In reply to shpilenger
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shpilenger
There's a possibility of an unpleasant situation: on one plane, there's a two-cell teleport, and on another plane in the same zone, there's a one-cell teleport. From the first, there are a maximum of 4 possible movement cells, and from the second, there are 5 (moves, the possibility of avoiding a guard).
Fixed, please :)
Was this present in the actual generation? I thought all teleports of the same size were symmetrical.
In reply to Wicc
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Wicc
Was this the case in the actual generation? It seems like all symmetrical teleporters are the same size.
I tested it on Haven; the entrance and exit are the same size, but the teleporter pairs themselves are different.
In reply to shpilenger
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shpilenger
I tested it on HotA; the entrance and exit are the same size, but the teleport pairs themselves are different.
They are supposed to be different; otherwise, they would teleport strictly vertically, like an elevator. For such a task, it's better to use an elevator instead.
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