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Posts from [TOURNAMENT-HotA] Wizard OH Auto-translated

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#1
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"We built and built, and finally we built it."

In connection with the release of simultaneous turn gameplay, a tournament is announced to introduce players to this technology and test the software.

1. The tournament is unofficial.

Game version: HotA + HDmod + HWrulez (latest versions everywhere).

2. Templates:
4 templates will be determined by coin flip. A template is generated once before bidding because there is a mirror in the pool. If Mirror appears, then a regular bid takes place.

00 - Jebus
01 - Mini-Nostalgia
10 - Nostalgia
11 - h3dm1

The choice of templates is due to their non-contact nature, which allows simultaneous turns to fully demonstrate themselves.

The Nostalgia template uses the HotA version – [HotA]Nostalgia; compared to the SoD version, the road balance has been adjusted – both players always have roads to all their camps, as well as a road between players through ГО. This is also new technology that needs testing.

3. /topic/11418/ link to the rules for HotA. There are differences from SoD, so if you don't know them, it is advisable to read them.

You can read a mini manual on Simultaneous Turn here:
https://sites.google.com/site/heroes3hd/rus/description/hd_plus/sim-turn

Simultaneous turn time and timer for templates:
7 days for Jebus Cross 25:00 + 10:00 + 1.30
14 days for Mini-Nostalgia 20:00 + 08.30 + 1.15
14 days for Nostalgia 23:00 + 09:00 + 1.15
10 days for h3dm1 (on medium roads) 25+10+1.30


I added a little more time to the timer because it is very difficult to immediately get used to simultaneous turns.


In simultaneous turn gameplay, a "soft landing" is implemented – interrupting the simultaneous turn when players come into contact by replaying the last move of the blue player. Therefore, even if you meet earlier than the specified time, nothing terrible will happen. But it's better without it, as this interferes with the gameplay, which is why there is a limit on the duration of the simultaneous turn.

4. Castle selection - randomizer + bidding. A random pair of castles is generated, after which players begin to bid for the right to choose – either the castle or the color. The winner transfers the amount of their last bid to the opponent before the start of the game. For example:

Inferno vs Tavern was generated.
Vasya:
100
Petya:
200
Vasya:
300
Petya:
400
Vasya:
pass
Petya:
I take red color
Vasya:
I take Inferno

As a result, Petya plays red Tavern with 9600 starting gold, and Vasya plays blue Inferno with 10400 starting gold.

Either player can request a re-generation of the castles once by paying 500 gold for it. If, after re-generation, at least one of the castles matches those that were before re-generation, then you can request another re-generation for free.

By mutual agreement, you can choose castles in other ways - draw, double bidding (for the castle and for the color separately), all random, etc.

Roads – fast for Jebus Cross and Nostalgia, medium for Mini-Nostalgia.

5. Rush is allowed.

The time for each match is 2-3 weeks, depending on the number of participants, but also so as not to drag out the tournament too much.

With mutual consent, you can write reports without using an automatic method.

Tournament format: floating double elimination.

All games in the upper and lower brackets, including finals, will be bo1.
The grand final will be bo3, with a score of 1-0 in favor of the player from the upper bracket.

You can take 3 days in total for restarts.

Restarts according to this scheme:
- During the first turn, any player can immediately take a restart 111.
- If neither player takes a restart during the first turn, then before the start of day 2, when no one has yet made a move, red must write "111" or "I don't take a restart" in ICQ. After that, if red does not take a restart, blue must also write "111" or "I don't take a restart".
- If one of the players makes the second move, then he can no longer take a restart. You can see that your opponent has made a move by seeing that the timer starts displaying for him (in the latest versions of HD - even if the player himself has not yet made a move).
In reply to Redwhait
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#64
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Please register me for the tournament.
Здесь, в этой великой стране, твой член не становится длиннее, если у тебя есть автомат.

706769974
In reply to ДаУ
#66
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DaU
Tell me how turn-based mode worked in WOT, and did it also end after the first encounter?
There are no interruption mechanisms in WOT other than by date.
That is, there are no checks for conflicting changes.
Players must monitor for errors themselves and, if necessary, load the autosave.

In addition, in WOT:
1. There is a chance of a crash when passing the turn.
2. To pass the turn to another player, that player must finish the battle, exit all windows in the adventure screen, and remove their hands from the input devices.
3. Pressing 'Repeat opponent's turn' "can break the game".
4. The timer does not work (it is impossible to play with a timer).
5. The same heroes can appear in the tavern (which does not end well).
6. Various map corruptions, glitches, and crashes are possible.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
In reply to baratorch
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#67
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Yeah, they didn't finish it properly, just like with some other things.


In reply to Redwhait
#69
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Redwhait HP

14 days for Mini-Nostalgia 20:00 + 08.30 + 1.15
14 days for Nostalgia 23:00 + 09:00 + 1.15

I've added a bit to the timer because it's very difficult to immediately adjust to simultaneous turns.
Mini-Nostalgia is a more fast-paced and time-consuming template.
I'm willing to play random maps with a normal or even reduced timer, just for the sake of objectivity.
And the OH (Online Hours) for Mini-Nostalgia can be reduced to 125.
In reply to shpilenger
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#72
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shpilenger
Mininosta is a more fast-paced and time-consuming template.
I am ready to play random games with a normal or even reduced timer, just for the sake of objectivity.
And the OH (offensive hero) for Mininosta can be reduced to 125.
So, is a contact on day 126 a harsh reality? As far as I remember, the earliest contact I've seen was on day 127 (several times), but that was thanks to control from the first utopia. In most games, a contact before the 3rd, or even 4th week, is rare.
In reply to Wicc
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#73
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Wicc
So, is a contact on day 126 a harsh reality? As far as I remember, the earliest contact I've seen was on day 127 (several times), but that was thanks to control from the first utopia. In most games, a contact before the 3rd or even 4th week is rare.

Now imagine this situation: a final is being played, and it's intense because it's one of those "rare" games with a contact at the end of the 2nd week. I agree - it should be on mini-nodes up to 125, and on Jebus - up to 116 inclusive (breaking your own and the opponent's growth and gold on 117 is not that rare).
http://ru.twitch.tv/lizard_wt
In reply to Wicc
#74
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Wicc
So, is a contact at turn 126 a harsh reality? As far as I remember, the earliest contact I've seen was at turn 127 (several times), but that was thanks to controlling the first utopia. In most games, contact before turn 3, or even 4, is rare.
In the Tasting, Hot played 2 games on Mininost and in both, he took the opponent's capital at turns 126-127. In one game, he had an early scroll of fly, and in the other, a level 5 hat. In general, Hota is more tempo-based than SoD due to the larger number of artifacts and strong building options. It's possible to break utopias at turn 2-3, even if it's rare.
In reply to shpilenger
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#75
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shpilenger
In the HotA Tasting, I played 2 games on Mininost and in both took the opponent's capital at 126-127. In one game it was an early fly scroll, in the other a level 5 hat. Yes, overall HotA is faster-paced than SoD due to the larger number of artifacts and powerful build-ups. Dragon Utopia 2-3 could possibly even be broken by 125. Rare, but still possible.

And thanks to the greater number of useful objects, the pace is faster by a couple or three days. Practically the same as experience in WT. There, due to leveled-up low-level monsters, Dragon Utopia were broken early


In reply to =Lizard=
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#76
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=Lizard=
Now imagine the situation: the final is being played and it's a brawl, because this is exactly that "rare" game with contact at the end of week 2. I agree - on mini-noste it should be up to 125, on Jebus Cross - up to 116 inclusive (breaking your own and ГО and the opponent's ГО nearby on 117 is not that rare).
The logic here is as follows: an event that occurs with a probability of 10% or less can be disregarded in this case. Because there is insurance in the form of a soft landing. It is undesirable as a mandatory part of the gameplay, as it shifts the color balance, but if it suddenly happens in 1 out of 10 games - it's not a big deal.

Hence, imho, this is how you should choose the numbers for the duration of the OH - sort the dates of first contact, discard the earliest 10%, and set the OH disablement based on the rest.

Added after 3 minutes
KobRa_RR
And due to a larger number of useful objects, the tempo is faster by a couple or three days. Practically the same as experience in VT. There, Dragon Utopia were broken early due to leveled-up low-level monsters
Well, I wouldn't say that... the general amount of meat is certainly more, but strike stacks grow slower since they are spread across a larger number of units. By the middle of week 2, usually a chain is something like 2 angels+3 giants+10 wyverns + 12 cyclops. Entering Dragon Utopia with such an army is a questionable endeavor. VT's 5 angels+15 ducks+leveled-up devourers looked somehow more confident in the utopias.
In reply to Wicc
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#78
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Wicc
So, is contact on 126 a harsh reality? In my experience, the earliest contact was on 127 (several times), but that was thanks to control from the first Dragon Utopia. In most games, contact before the 3rd, or even the 4th week, is a rarity.

Cool stories, I've seen encounters in the center on the 2nd without any control many times on streams. And taking the opponent's main on 127-131 is a very common occurrence. And Dragon Utopias, with proper luck on Dragon Fly Hives, can even be cleared in Sod at the start of the 2nd. So the chance of an encounter before 131 is much higher than 10%. I'd even say it's close to 50%
http://heroes3.tv/aiwe