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Posts from [TOURNAMENT-HotA] Wizard OH

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10 years ago
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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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10 years ago
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Consa had a minimum of 111, and gave away the angel Jeremy.
At 117, there were 3 Dungeons, and he took the Gigantic Sprout.
He was planning to defend the scroll of control, but his opponent didn't manage to do so.
Thanks for the game.
Battle Report Accepted
Подземелье / Dungeon Faction Подземелье / Dungeon
Шакти / Shakti Start Hero Шакти / Shakti
Шакти / Shakti Main Hero Шакти / Shakti
Победа / Def Победа / Def
Замок / Castle Faction Замок / Castle
Валеска / Valeska Start Hero Валеска / Valeska
Валеска / Valeska Main Hero Валеска / Valeska
Map Template
Nostalgia
Game Length
121 days
Game Date
1/20/2016
Reported
1/20/2016 7:09 PM
Rating Impact Archived
Redwhait 1777 1783 +6 ↑
Simon5760 1543 1537 -6 ↓
Rated Sep 28, 2022

Accepted by opponent on 1/20/2016 8:12 PM

In reply to Redwhait
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10 years ago
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Redwhait HP
Cons minimum on 111, gave away the angel Jeremy.
On 117, there were 3 Dungeons and I took the Giant's Nook. I was going to defend the control scroll, but my opponent didn't succeed.
Thanks for the game.
Thanks for the game!
In reply to Simon5760
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10 years ago
Spasibo za igru.
Battle Report Accepted
Random Faction Random
Сольмир / Solmyr Start Hero Сольмир / Solmyr
Вистан / Wystan Main Hero Вистан / Wystan
Поражение / Lose Поражение / Lose
Random Faction Random
Кэлх / Calh Start Hero Кэлх / Calh
Дамакон / Damacon Main Hero Дамакон / Damacon
Map Template
Jebus Cross
Game Length
134 days
Game Date
1/23/2016
Reported
1/23/2016 11:27 AM
Rating Impact Archived
Huanito 1542 1526 -16 ↓
_XS!_ 1498 1514 +16 ↑
Rated Sep 28, 2022

Accepted by opponent on 1/23/2016 8:32 PM

In reply to Huanito
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10 years ago
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Huanito
01/23/2016 Huanito (Blue, Random, Tower, Solmyr, Wistan) lose _XS!_ (Red, Random, Inferno, Kelk, Damakon) Jebus Cross 134

Thanks for the game.

Huanito had a tough map. I almost lost on my 113 trying to take 50 consecutively. Only 2 Gogs survived. Somehow, I got to the center with 124, with an Earth book near the entrance. Blue hat in a few turns. Started demon farming, and in a few days, I had ~90. Bigger army, spells, map.

:smile42: Thanks for playing.
In reply to Huanito
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10 years ago
Huanito
Spasibo za igru.


Huanitohad a hard map.i almost lost on my 113 trying to take 50 conse. only 2 gogs survived. somehow got to center 124, earth book near entrance. blue hat in few turns. started demon farming and in few days I had~90. bigger army, spells, map.

thx for playing

p.s sorry double post can mods delete the other one
In reply to Dawidu91
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10 years ago
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Dawidu91
Opp on 121 took the Dragon Utopia on the adjacent respawn :), what else is there to add, гг wp.
Thanks for the game!
In reply to Redwhait
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10 years ago
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It went pretty well... I managed to place Cyclops in the second round... and destroyed a few Zephyrs. But the AI in HotA is tough... Thanks for the game.
Battle Report Accepted
Башня / Tower Faction Башня / Tower
Сольмир / Solmyr Start Hero Сольмир / Solmyr
Джереми / Jeremy Main Hero Джереми / Jeremy
Поражение / Lose Поражение / Lose
Причал / Cove Faction Причал / Cove
Касмера / Casmetra Start Hero Касмера / Casmetra
Касмера / Casmetra Main Hero Касмера / Casmetra
Map Template
Mini-Nostalgia
Game Length
117 days
Game Date
1/25/2016
Reported
1/25/2016 1:13 PM
Rating Impact Archived
Izgoy 1530 1526 -4 ↓
Сатир 1825 1829 +4 ↑
Rated Sep 28, 2022

Accepted by opponent on 1/25/2016 2:02 PM

In reply to Izgoy
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10 years ago
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I don't know if this is a bug with Soda/HotA or just a general issue, but here's what happened. In a game against Loentz, it was the end of the first week of the second month. I was taking his town, and he attacked me. It was a fierce final battle; I had one stack of 132 ducks under antimagic, and he had about 3-5 archers, 10-20 ducks + 220 demons (I'm writing this from memory; Loentz has a screenshot) under antimagic. At the moment when he killed my second-to-last stack (2 bears), the battle ended, my troops were defeated, my hero died, and all the artifacts went to him, and the castle was taken. At first, we thought about restoring the game (by deleting the extra troops), but there are many factors to consider: first, the castle walls – how to replicate the holes and so on, the amount of mana, the number of rounds until the end of the spells, the troop placement. As you can see from the above, the final battle was very intense. I had a significant mana advantage (there were no restrictions on using spells), but my ducks had -3 morale and +1 luck, while his had -3 luck and +1 morale. The game was incredibly long; I had about 2 hours and 20 minutes on my timer, and he had 0. We played for a long time, but this incident occurred. My question to the organizers: what should we do in this situation? My question to everyone: has anyone else experienced this? I encountered this bug for the first time.
In reply to Izgoy
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10 years ago
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Izgoy
Played well... managed to place Cyclops in the second round... and destroyed a few Zephyrs. But the AI in HotA is tough... Thanks for the game.

Thanks for the game.
In reply to The_
10 years ago
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The_
Question for everyone, has anyone encountered this? I personally encountered this bug for the first time.
Yesterday, someone asked me about it on ICQ; it was probably Loinz.
As far as I understand, a Stronghold was built in the Castle, and the Earthquake spell was cast several times during the battle.
In this case, it is most likely a Soda bug: if you cast Earthquake in a city with a Fort/Stronghold, and one of the "hits" of the Earthquake lands on a non-existent side tower, it will "disable" one of the defending stacks instead of the tower, and this stack will not necessarily need to be killed to win.
The bug may repeat when replaying the battle (if you cast Earthquake).

Here is a map (for Soda, but it also works on HotA) where you can see this bug: https://www.dropbox.com/s/992ornaedelb3af/%5BBug%5D%20Earthquake.h3m?dl=0
You need to attack the city and simply cast Earthquake every round. At some point after the cast, an automatic victory in the battle may occur.
In reply to Sav
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10 years ago
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Or maybe this is actually a feature, not a bug?:) Now we know a new way to counter an overpowered situation – an earthquake in the Stronghold!
In reply to =Lizard=
10 years ago
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Wow, it turns out that Earthquake is a very powerful spell :D. In some situations, it's simply the strongest in the game.
In reply to The_
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10 years ago
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The_
I don't know if this is a bug with Soda/HotA or just a random occurrence, but this happened.
In a game against Loentz, it was the end of the first week of the second month.
I was taking his city, and he attacked me. It was a fierce final battle; I had one stack of 132 ducks under antimagic, and he had about 3-5 Archdevils, 10-20 Imps + 220 Demons (I'm writing this from memory; Loentz has a screenshot) under antimagic. At the moment when the opponent kills my second-to-last stack (2 bears), the battle ends, my troops are defeated, my hero dies, and all the artifacts go to the opponent, and the castle is taken.
At first, we thought about restoring the game (by deleting the extra troops), but there are many factors to consider: first, the castle walls - how to replicate the holes and so on, the amount of mana, the number of rounds until the end of the spells, the troop placement.
As you can see from the above, the final battle was very intense. I had a significant mana advantage (there were no restrictions on using spells), but my ducks had -3 morale and +1 luck, while the opponent's had -3 luck and +1 morale.
The game was incredibly long; I had about 2 hours and 20 minutes on the timer, and the opponent had 0. We played for a long time, but this incident occurred.
The question for the organizers is, what should we do in this situation?
The question for everyone is, has anyone else experienced this? I encountered this bug for the first time.
Can anyone from the organizers advise what to do?
In reply to The_
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10 years ago
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The_
Can any of the organizers advise on what to do?
I decided to start a discussion in the AK because the situation is really not the easiest.
In reply to Sav
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10 years ago
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Sav

You need to attack a town and simply cast Earthquake every round. At some point after casting, an automatic victory in battle may occur.

It's quite a bug – but could it technically be fixed using HD Mod or HW rules?

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