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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.” Auto-translated

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#2158
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=Lizard=
It would be better to implement color trading as the default option instead of a black market.
It's best to abandon the attempts to make Sylvan a second Haven.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#2159
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A question/clarification arose.
Based on the rule:
2.6.6. It is allowed to enter adjacent zones using Angel Wings, Spatial Gate, and Flight spells, without destroying the guards.

Can I, for example, on the 2sm4d(3) map, jump over the Guard Outpost (GO)?
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#2161
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Well... it's written in the header.

II. Rules for online games, common to all templates (SoD version).
This section contains rules that are common to all templates. In a specific game, you need to additionally familiarize yourself with the differences from these rules for the template on which the game is being played.
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#2163
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So, will jumping over the Guardian of the Gate be allowed according to the rules? Let's say a situation arose in the game where I had control, my main town was Luna, and I had artifacts that boosted magical stats. And at the same time, the Guardian of the Gate consisted of 50-99 Ifrits and 20-49 Phoenixes (i.e., an impenetrable defense).
And the opponent had a town with Knights of the Shield.
And I could theoretically, when he came to my main town via a road, run away and capture his main town, and maybe something would have changed...

So, the main question is, could I or couldn't I do that?
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#2166
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Yeah, it's not critical for me – just for general knowledge. Maybe someone else had a similar question...


Everything that isn't forbidden is allowed => it's possible. What a joke.
I think many have seen how the admiral launched a ship with 300,000 movement points, using the same motto.
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#2168
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PROger
Can I, for example, jump over a Guard Tower (GT) on the 2sm4d(3) map?
Yes, you can. GTs and jumping have nothing to do with each other on a small map.
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#2170
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An interesting situation occurred in a game with Romantic today. We defended against restarts, and a round for Inferno under the Dungeon appeared. My troops were below average: -21 Gogs (with building and buying on turn 111), 40 Imps, and 11 Lizardmen from the Sylvan faction. The situation was as follows: I had two paths, and each path had an immediate block. On one path, there were 10-19 Pit Lords with a Sword of 2-2+ and a Temple for level 3 spells. On the other path, there were 10-19 Greater Marks with a Temple for level 3 spells and 20-49 Golems for the quest ring that gives +1 HP. Level 2 was not built, so the option with the Factory wouldn't have worked because I wouldn't have been able to gather the necessary stack of Gogs. I needed to attack something on turn 111. So, I attacked the Pit Lords and lost. I believe that if I had gone for the Marks (losing the Lizardmen) and if there had been around 25 Golems there, I could have won. I asked for a replay of the block, and Romantic didn't object. But in reality, I could have chosen the second option and, with a certain outcome, won the block there. The question is: how should such a situation be interpreted if there are multiple blocks?

UTC+03:00, icq 593626431
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#2171
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Obviously, they should have been hitting 10-19 Marks (you can't even call that a block). They simply have much lower value than pits.
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#2172
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Nitro
It's clear that they should have attacked 10-19 Marks (you can't even call that a block). They simply have much less value than pits.

It failed in the dungeon - there's a narrow passage where Marks are first, and then the next cell immediately contains the golem for the quest, meaning it's a double block there.

UTC+03:00, icq 593626431