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The first long-awaited tournament on mirror templates



Spirit and idea of the tournament

Since the times of VT, everyone has been expecting an adaptation of mirror templates for SoD. And now it has happened. Here there is minimum room for "luck" and maximum opportunity to demonstrate your "skill".
Forward!


The tournament prize pool is 15000р. For first place – 8000, second – 4000, third – 2000, and 1000 rubles will go as a people's choice award.

I. Registration and Regulations:
a) The tournament starts on July 17, 2015.
b) Registration is open until July 16, 18:00 MSK.
c) The tournament bracket and system of conduct will be determined after registration closes depending on the number of participants.
d) In the event of a large number of registrants, a bracket option will be chosen to conduct qualifying games in the shortest possible time and weed out most participants so that only truly experienced players participate in further struggles and the tournament does not stretch over time.
e) To participate in the tournament, it is necessary by the end of registration to have at least 5 played and confirmed games on ХВ. Also, recently registered ХВ members who do not meet the requirement for the number of played games may participate if they are sponsors of the tournament (contribution of at least 1000 rubles to the fund) and have no past violations of portal rules.
f) The group stage deadline is until 31.08.2015.
g)The upper and lower bracket finals are played bo3 (one match diamond + h3dm1, if a 3rd match is necessary, a coin toss).
The Grand Final is played bo5, with a score of 1-0 in favor of the player from the upper bracket.


II. Rules and Templates:
a) By default, games are on version HoTA (1.3.8)+HD-mod with the HW-Rules 1.34 patch connected; by agreement, opponents may play SoD.
b) Color and the right to choose a hero are negotiated (therefore red-rush is allowed). First, castles are determined (in the case of mirror templates, it is the same), then negotiations for color and hero follow alternately.
c) Each player has the right to cross out 1 undesirable castle, as well as 1 hero before the start of negotiation for them (may choose not to use this right), after which a ban on these castles is set in HW-Rulz mode and a random 1-castle generator is launched. The game will be played with this castle.
d) The template for the game is chosen from two existing "mirrors": "mir_Diamond", "mir_h3dm1" by agreement; if an agreement cannot be reached, the choice is made by a coin toss in hw-rulz. 1 - h3dm1, 0 - mir_Diamond.
e) "Hit-and-run" is prohibited.
f) There is 1 subjective restart and objective restarts (restart due to a block (inability to leave the castle) or a severe generation bug).
g) Roads are medium.
h) It is forbidden to steal anything other than resources and chests from guards that have been shifted, or to visit objects (except mills) that do not have their own internal guards.
i) The use of diplomacy is prohibited except for paying off enemies.
j) Game timer is chess: 21+8,30+1,15. Starting difficulty - 160%.
k) Use of in-game bugs described in the rules on ХВ and various kinds of cheat codes is prohibited.
l) The main rule is game ethics and a respectful attitude toward the opponent.
m) Everything that is not forbidden by the rules is allowed.
n) For SoD, any building is allowed; however, in captured villages and towns, building an additional necromancy amplifier is prohibited, except in the starting town.
o) ДД no more than 1 time per day regardless of the "Air" skill level.

III. Organizational Issues:
a) The tournament is unofficial.
b) The tournament is conducted according to the Rules for organizing, conducting, and participating in HOMM3 online tournaments.
c) Tournament leaders and judges – Redwhait HP (658339987), KobRa_RR (286406830), Toganash (564224919). Chief judge - Dirty_Player (ICQ 408722873).
d) Leaders have the right to make any changes to the regulations and rules during the tournament, as well as the right to refuse participation to any player without a public explanation of reasons.
e) For each played game, participants must submit a report and confirmation.
f) Saves of all games must be kept until the end of the tournament and presented upon the first request of the tournament leader or judge.
g) The judicial decision is made primarily based on the tournament rules. If the situation that arose is not regulated by the rules, judges are guided by basic logic and game ethics.
h) All tournament games go into the seasonal rating. Reports and confirmations are written in this thread and will be copied to the "Online game reports and their confirmations" thread.

Good luck, and may skill win!!!
ICQ: 564224919
In reply to =Lizard=
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Thank you to everyone who shared the dates of their planned games. Personal matters prevented me from participating last weekend, but I will be online during the week and this weekend and will try to stream all the scheduled games. Thank you again, and good luck to everyone.
ICQ: 564224919
In reply to =Lizard=
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=Lizard=


p.s. In general, skill didn't play any role in this tournament. Absolute imbalance in 80+% of the games. It's not a fair comparison to Warlords, but rather a mockery of the game.
by the way, I noticed this too, but I can't understand the reason)))
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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Compared to the Warlord Tavern, the dependence on heroes in the tavern is higher here. But attempting to defeat Jeremy with Mephala at level 122 is clearly not a sign of perfect gameplay; rather, it suggests the opposite.
In reply to Wicc
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Heroes and morale certainly have an impact, but not on a global scale.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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When skill levels are close, a "non-global" approach is perfectly sufficient. Plus, there's a psychological aspect here – standard templates are geared towards a "quick and aggressive" playstyle, where you rapidly gather resources, rush back, and strike hard. This is an aggressive, risky strategy "against the map." On a mirrored map, it's harder to execute because too many players can spread out and develop quickly in the first week. It's difficult to gain an early advantage without tavern upgrades. Therefore, the mid and late game, as well as playing "against the opponent," become more important – analyzing their position, developing a strategy "based on the opponent," rather than "based on yourself." This is unfamiliar to many. P.S. I'm still waiting to see reports comparing actions and opponent actions, with some mind games and so on. So far, it's too classic – everyone gathers resources, compares their progress, and the outcome is roughly the same, with some random factor like a lucky skill upgrade deciding the game.
In reply to Javdet
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Javdet
by the way, I noticed that too, but I can't understand the reason)))
Without the Warlord Tower enhancements, this isn't the familiar mirror image, but a new type, and it's completely unknown what the result will be. After all, in Warlord Tower there was some balance, especially with the ability to order Confluxes, but here, so far, it's unclear what it is, and there are also a bunch of cities, which is completely out of place.


In reply to Wicc
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Wicc
attacking Jeremy with Mephala on turn 122 is clearly not a sign of perfect gameplay, quite the opposite.

So, in your opinion, is it wrong to rush when you have 0 logistics against 2? And what then? The opponent simply moves to the beginning of the third week and gathers twice as much. In this case, Yuri, it is not clear at all what your opinion is based on.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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=Lizard=
So in your opinion, having 0 logistics against 2 — tempoing is wrong??? And then what? The opp simply outruns you to the start of the third week and collects twice as much. In this case, Yura, it's not clear at all what your opinion is based on.
I haven't seen the game, so I wrote from general considerations.

The opp having 2 logistics isn't yet a reason to commit suicide — maybe they outrun you, maybe not, anything can happen. And taking Dragon Utopia with control a day or two earlier can easily outweigh the logistics. Of course, it might not, but throwing yourself at Jeremy because of this isn't a very reasonable move — you need to try and realize your own advantages, rather than blindly rushing in where a skilled opp will surely intercept.

Regarding the 80% — I looked at your reports; against Maretti and Favorit, you threw yourself away even before contact with the opp. Were there 2 logistics there as well?

The rest of the games were wins or draws. It seems to me that it was a matter of skill after all.
In reply to Wicc
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Show me your saves ;)
I think everyone has their own understanding of skill, tempo, and luck.
Some people just troll Maretti, while others get upset because he's such a cautious player.
In reply to shpilenger
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In Heroes of Might and Magic, were the heroes on the mirror image identical? Both in terms of their stats and the order in which they appeared in the tavern? If so, how difficult would it be to implement this in a Heroes of Might and Magic V mod?
241-568-808
In reply to The_
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The_
In Heroes of Might and Magic, were the heroes in the tavern identical? Both in terms of their stats and the order in which they appeared? If so, how difficult would it be to implement this in a Heroes of Might and Magic V mod?
They were different. But the particularly overpowered heroes were nerfed – Solmyr and Dimera had a bow instead of a teapot-shaver, the logistics guild had a smaller bonus, and the Moon Elf had 2-2 instead of 3-3, etc.
In reply to Wicc
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Wicc
They were different. But some overpowered heroes were nerfed – Solmyr and Dimer had ranged attack instead of a weak melee attack, logistics had a smaller bonus, and the Moon faction had 2-2 instead of 3-3, etc.
But there was also a bug :D
In reply to Redwhait
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The downside, which was that the starting hero in 90% of games absolutely had to be leveled up (because there were a few overpowered heroes, and the rest became equally weak), turned into the main advantage for the mirror match.
In reply to Wicc
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Wicc
Different. But there, some particularly overpowered heroes were nerfed – Solmyr and Dimer have ranged attack instead of a weak melee attack, logistics have a smaller bonus, Moon has 2-2 instead of 3-3, etc.
It was also possible to start with identical heroes. Since their stats are identical, the randomness came from which skill branch they would choose and which hero would be a secondary (or even primary) hero.

Added 1 minute ago
Dirty_Player
The downside of the Warlock was that the starting hero in 90% of games had to be leveled up (because there are a few overpowered heroes, and the rest have become equally weak), which became a major plus for mirror matches.
I don't know – with the ability to order units in objects, completely non-standard starting heroes for SOD/HotA suddenly appeared – for example, Clansman, Turis.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Dirty_Player
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Dirty_Player
The downside of the Warlord Tavern was that the starting hero in 90% of games had to be leveled up (because there were a few overpowered heroes, and the rest became equally weak), which became a major advantage for mirror matches.

In the Warlord Tavern, there was a hero ban feature – meaning you could simply ban Brogh...
"РЫЦАРЬ АПОКАЛИПСИСА"

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