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9 years ago
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Invisible overlay terrain "Interrupt AI" - when stepped on, the AI is interrupted. In the template settings, specify the zones that are completely covered by this terrain. The blue player's turn up to the point of interruption is saved; it waits for the red player to reach the point and then continues its turn from the same spot.
In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
The invisible overlay "Interrupt Turn" - when stepped on, it interrupts the turn. In the template settings, we specify the zones that are completely covered by this overlay. The blue player's turn is saved up to the point of interruption; it waits for the red player to reach the location and then continues the turn from that same point.
Yeah, and in doing so, we spoil where the opponent is located.
In reply to socola
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9 years ago
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socola
Yeah, and in doing so, we spoil where the opponent is located.

Well, it's not that big of a spoiler, especially if there are several such zones in different parts of the map. Besides, it's compensated by the time saved.
In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
Well, it's not that much of a super-spoiler, especially if there are several such zones in different parts of the map. Besides, it's offset by the time saved.
It's quite a decent spoiler, especially, for example, for Mirror, Jebus Cross, or Diamond. And for many other templates as well. The problem with interrupting the OH is solved by setting adequate deadlines for the OH.
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9 years ago
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What is the spoiler about? How does it ruin the game? Does it give someone a significant advantage? There is a tavern that provides equally valuable information.
9 years ago
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OH drastically changes the game; it's no longer Heroes, but something closer to Dota or Counter-Strike. So, adjustments are necessary, even if they involve spoilers; it's still better than dealing with crashes.
I also want to suggest that in the tournament regulations, OH should be removed if at least one of the players is against it.
In reply to Derbent
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9 years ago
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I don't think OH is a priority; you can place more and load them for 2 turns back if needed; it won't change much.
In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
What's the spoiler? How does it ruin the game? Does it give someone a significant advantage? There's a tavern that provides no less valuable information.
It provides information about the opponent reaching a specific area. With proper knowledge of the map and understanding of the game, this is a very serious spoiler.
Derbent
OH radically changes the game; it's no longer Heroes, but something closer to Dota or Counter-Strike. So, adjustments are necessary, even if it involves spoilers; it's still better than dealing with crashes.
I also want to suggest that in the tournament regulations, OH should be removed if at least one of the players is against it.
If you set OH, for example, to 115, there will be no problems.
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9 years ago
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socola
This provides information about the opponent reaching a specific zone. With sufficient knowledge of the map and understanding of the game, this is a very significant spoiler.

With sufficient knowledge of the game and the map, you can deduce that the opponent has moved to the center on Jebus by seeing a main hero without any speed boosts in the tavern. This is also a very serious spoiler. What should we do? Should we remove the tavern from the game?))
In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
With sufficient knowledge of the game and the pattern, you can deduce that the opponent went to the center on Jebus, having seen a main hero without a speed boost in the tavern. This is also a very significant spoiler. What should we do? Should we remove the tavern from the game?))
Of course, we should come up with new features that negatively affect the gameplay))
Let's skip Jebus (it's still a very specific pattern, although a main hero without a speed boost isn't a 100% criterion). What about other patterns? Should the Overlord's Hero (OH) ability be interrupted when entering a certain zone, say, on h3dm1, Diamond, or 6LM?
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9 years ago
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socola
When entering a certain zone, should the Overlord Hour (OH) be interrupted, for example, on h3dm1, Diamond, or 6LM?

On h3dm1 - when exiting to the Treasury, on Diamond - when reaching the computer, on 6LM - in zones 3, 4, 11, 12, and 23. But this is just how I would set it up; I'm not saying that everyone needs to play this way. No one is stopping you from removing this feature and playing until a fixed time.
In reply to Marcus Aurelius
9 years ago
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Marcus Aurelius
On h3dm1 - when exiting to the treasure.
In this specific example, we can see that it will perform worse than what we have now. As a rule, on h3dm1, players enter the treasure area quite early (114-115-116), and usually, the surrender pushes opponents to go in the same directions. At the same time, both opponents sometimes reach the opponent's plane by turn 117 and still don't intersect. Accordingly, simply placing an Outpost on 117, or for reliability, on 116, gives a better result. At the very least, there is something else to think about.
In reply to Grando
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9 years ago
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Al Feyn
In this specific example, we can see that it will perform worse than what we have now. As a rule, on h3dm1, players tend to enter the treasure room quite early (rounds 114-115-116), and usually, the surrender pushes opponents to go in the same directions. At the same time, both opponents sometimes reach the opponent's plane as early as round 117 and still don't meet. Accordingly, simply placing an "OH" (Outpost Hero) on round 117, or for reliability, on round 116, gives a better result. At the very least, there is something else to think about.
That's exactly right. On Diamond and 6LM, it is also possible to reach the computer's base early, but the contact will be very far away.
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9 years ago
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I requested this feature for my template, which I plan to create in the new template editor. On Jebus, this feature could also reduce game time. As for the other templates, play as you used to; no one is forcing anyone to do anything.
9 years ago
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I suggest adding a new object to the super-dungeons: a tattoo and piercing parlor, where, for a fee (the amount is up to imagination), you can get a tattoo or piercing, thereby increasing the slots for the hero, specifically the ability to equip an additional item in the necklace, cloak, or ring slot of your choice. Additional perks upon elite status, a cloak upon renunciation, or a new 1-2 item, whatever it may be. And also +33 to spirit and luck, which is often very much needed in the late game (and sometimes boots as well, although rarely). It's just limiting to have only one when you have a full build in the late game.
Also, let's introduce the destruction of buildings in castles, as there was such a feature in some version, where castles would start to burn. I don't remember the nuances.

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