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Posts from 2016 Winter Tournament: "Frozen Heart"

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#61
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BOLIVAR
"if you"...
But what if the opponent breaks through? And there's nothing left to break through? I understand that it's possible, right?
Instead of adjusting the rules for readability, they interpret them:smile44:
In reply to chudo_ud0
#62
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chudo_ud0
Instead of tweaking the rules for readability, they interpret them:smile44:
Instead of registering for the tournament, they complain)

Added after 56 seconds
BOLIVAR
"if you"...
But what if the opponent breaks through? And there's nothing left to break through? I understand that it's possible?
Yes
It doesn't matter who, as long as they are broken through.
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#63
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We tried version 1.7.9 of the map generator with the new templates in a game with Yavgen – there was still a mountain in the middle of the starting zone.
According to Moza, the new generator makes the terrain more balanced, but something needs to be done about the mountains in the starting zone.
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#64
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BOLIVAR
We tried version 1.7.9 of the generator with the new templates in the game with Yavgen – there was still a mountain in the middle of the starting zone.
According to Moza, the new generator makes the terrain more balanced, but something needs to be done about the mountains in the starting zone.

Nothing has changed regarding the generation of "mountains" and other obstacles (which are obstacles), and it couldn't have, as I didn't change any logic other than removing portals in version 1.7.9. Even the reworked road algorithm is just a transformation of recursion into a stack. That is, the algorithm itself still does the same thing, only it doesn't make nested calls of great depth; it stays on one call.
And I only generate maps using version 1.7.9 and the old templates up to the latest edits, and I don't see any changes regarding obstacles; it would be strange for me if it were otherwise. As before, there are a lot of mountains in empty areas of the zones. Previously, this didn't bother anyone; I don't understand why there's such a fuss now. No one has ever raised the issue of the probability and logic of placing obstacles. The zones in the templates are empty. I see how much unfilled space there is – nature abhors a vacuum.

There are two options: improving the templates to a reasonable expected value of objects,
or revising the obstacle generation algorithm, which has remained unchanged since the very beginning of Heroes of Might and Magic. There is also an option to generate maps without obstacles – they will be clean fields.

In my opinion, the templates need to be improved
In reply to dwp1970
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#65
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Everything would be fine, but objectively, no matter how much I played the previous versions, I never saw the starting area blocked by mountains (they say it happens, but rarely). Here, I've already encountered it several times. Also, the starting areas used to rarely have random encounters; now, it's rare when they don't. We also encountered a bug on a randomly generated map using the MoM template where there were no mines for either hero. It's improved compared to the beginning, but it still doesn't quite reach the level of the previous versions.
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#66
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chudo_ud0
Everything would be fine, but objectively, no matter how many times I played the previous versions, I never saw the starting area blocked by mountains (they say it happens, but rarely). Here, I've already encountered this several times. Again, in the past, starting areas rarely had many resources; now, it's rare when they don't. We also encountered a bug on a randomly generated map where there were no mines for either hero. It's better than it was at the beginning, but it still doesn't quite reach the level of the previous versions.

For the most "objective" person,
no matter how many times I generate maps using version 1.7.8 (several thousand times) and 1.7.9 (probably around 300 times), I never see any differences from what was before.
I use the latest stable versions of templates, created several years ago; I don't like what's happening with the new templates.
And it's not about the mountains.

You can't explain anything to every "super objective" and "know-it-all," and I won't even try. There are facts that can be
repeated and verified, and there are things that seem to be based on extrasensory perception, and they tell everyone about it.

I've already said it, and probably for the last time, I'll repeat: take the source code and do everything objectively, as it should be, and I, being so "subjective," will quietly
observe.
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#67
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dwp1970
the most "objective" one,
no matter how many times I generate with 1.7.8 (several thousand times) and 1.7.9 (probably around 300 times already), I have never seen any differences from what was before.
I use the latest stable versions of templates, created several years ago; I don't like what's happening with the new templates.
And it's not about the mountains.

You can't explain anything to every "super objective" and "know-it-all," and I won't even try. There are facts that can be
repeated and verified, and then there's what seems like the ramblings of psychics, which they broadcast to everyone.

I've said it already, and this is probably the last time: take the source code and do everything objectively, as it should be, and I, the subjective one, will quietly
observe.
+++++
Будьте осторожны со своими желаниями. Иногда они исполняются.
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In reply to KillAndAction
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#68
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"You're so confident" – explain this to other players who constantly generate mountains. I'm glad for you and Moza, who know everything, met, and couldn't find where the error is. It's a pity that not everyone is "as smart as you" and believes their own eyes, and not just their own... I'll repeat what I meant: the problem lies in the combination of the template and the generator. In my opinion, the templates are to blame, but there are also some flaws in the generator, namely the mountains that block the entire field, and this happened before, it's just that now it happens more often. I'm not blaming anyone here; I'm just saying that there is a problem. I don't know what the exact problem is because the generator and templates were created by different people. But overall, the attitude is good: "it's not me, and the horse isn't mine," I won't explain anything because "I'm the smartest," "the rest aren't very smart," find the problems yourselves, but I'm doing well.
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#69
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I suggest the moderators close this discussion and send the arguing parties to a private chat. They're already going around in circles. Regarding the topic, I personally don't see a reason to switch to the new generator, except for the possibility of playing on the "butterfly" template. We'll figure out the new templates during the tournament at Moza's league. The only thing that bothers me personally is that the unstable version of the templates is posted on the league as the main one. I would like them to be listed under an alternative name.
Стримы HMM5 на полных картах мод TE:
ru.twitch.tv/noom11

Alex_nv - draw - Vovan112013 летос 236

alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
In reply to Noom
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#70
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In the new templates, I see only 3 advantages compared to the old ones:
1) a market has been added,
2) a sacrificial altar building has been added (although I would put it in the secondary templates, I don't remember if it's there or not),
3) phoenixes have been removed from a number of templates (although it would be better to solve the issue with their protection or move them to hard-to-reach places).
As for the disadvantages, the protection has been removed, especially from small artifacts and witch huts in the secondary templates. It generates too many skeletons (you can collect a good collection in the first week, which is clearly unnecessary). For example, in my game, 5 skeletons and 3 wagons were generated in the starting area, and not a single chest, but it's still playable if it weren't for the bugs with the mountains.
#71
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In the new rainbow of two (!!!one11!) skirmishes without dwarves, there was enough for angels and training with the first single combat hero – the other seven heroes didn't take any loans, only freebies. Is this good?
#73
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Guys, stop going off-topic; there are specific threads for that on the forum.

Added 9 minutes later
I've updated the rules to include a link to the templates from the previous version (in case some people don't have them yet) and adjusted the generator priority.
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#74
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GL 466312352
usually in the evenings
20:00-01:00
Homo Ludens
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#75
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dexterwar-681366528.
Skype: DEXTERWAR.
Available during the day and by arrangement.

Added 2 minutes later
I just don't understand why everyone is playing against each other when the rules state that if there are more than 13 participants, a Swiss-system tournament will be held. And there are already more than that, am I right? This means that many games will be pointless.
In reply to chudo_ud0
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#76
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chudo_ud0
I just don't understand why everyone is playing against each other when the rules state that if there are more than 13 participants, a Swiss-system tournament will be held. And there are already more than that, am I right? This means that many games will be pointless.
I don't understand it either. I wrote about it in the tournament thread.
But, as I understand it from the words of the chief judge, this situation is quite normal...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"

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