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Heroes Community > Library of Enlightenment > Thread: WCL: Multiple league tournament 2010
Thread: WCL: Multiple league tournament 2010 This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
Protos
Protos


Known Hero
posted March 10, 2010 06:02 PM

Another thing. On Balance there are no guards between two central zones. Also, there are no guards between desert zone and central zone(s). I think this should be mentioned. I dunno how experienced on Balance Russians are, this may confuse them.

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uruk-hai
uruk-hai


Adventuring Hero
posted March 10, 2010 09:49 PM

Quote:
Another thing. On Balance there are no guards between two central zones. Also, there are no guards between desert zone and central zone(s). I think this should be mentioned. I dunno how experienced on Balance Russians are, this may confuse them.


I don't think you should worry about them. They good enough.

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Paladin_H3
Paladin_H3


Hired Hero
posted March 11, 2010 06:09 AM

So, to confirm..our two temps are Balance and Jebus? First is balance and Jebus is the other one is it?

Or is it just balance? I am comfortable with both but good to know the options ofc.

Cheers.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 11, 2010 07:56 AM

i suggest to play Balance for SOD team and Jebus for TE team. What do you think?
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Paladin_H3
Paladin_H3


Hired Hero
posted March 11, 2010 09:56 AM

I actually prefer to have the option to choose as far as Sod players are concerned.

So who ever is comfortable to play Balance or Jebus temp at that time can choose rather than keep it very limited. It will help us as well as our opponents.

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Protos
Protos


Known Hero
posted March 11, 2010 10:02 AM

Well, alot of things are still unknown. What is the exact format of competition? How many games should be played? I guess Russians also have their rules and templates. What are they?

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 11, 2010 02:17 PM

Quote:
I guess Russians also have their rules and templates. What are they?

most important is that they play 2sm4d3 template L+U, DD FLY wings allowed. They are experts for this temp.
____________
I play HoMM3 at www.heroes-
III.com

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Protos
Protos


Known Hero
posted March 11, 2010 02:44 PM

Ok, they play 2sm4d3 L+U, we play Balance L. But what format of competition is used?

Example. Match between WCL and HeroesWorld. Each side has 8 players.
Lets say there will be 8 matchups. Does all players play Balance WCL rules one game and 2sm4d3 Russian rules 2nd game? What would happen in a case of 1:1 result then?
Or half players play WCL rules and map, other half play HW rules and map? Or something completely different?

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black_knight
black_knight


Known Hero
LT League
posted March 12, 2010 05:49 PM

Pit For LM has written HW rules of SoD:

0) Template is 2sm4d(3), size L+U, human players 2, computer players 0, difficulty 160%, no water, strong monsters, time limit 6 minutes.
Players choose towns and colors according to the following procedure. Towns, available for selection are reduced by 1 by each player, turn-by-turn. It's not allowed to pick same town types. When 3 towns are left, player chooses town which he will play and his opponent chooses from the rest 2 towns. Player, who chooses from 2 towns, chooses the color. Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
The rest towns are Tower, Inferno and Dungeon. invisible: "I choose Inferno", vbn: "I choose Dungeon and red color".
1) Restarts:
Players must take restart:
- if starting hero is not Level 1.
- if player has more than 1 starting town.
- if starting town hasn't Fort.
- if players have battle between them during first 6 turns. But, if both players agree, they can continue their game.
player can take 1 restart with no reason during 1st own turn.
player can take 1 restart with no reason during 3rd own turn.

2) Interdictions:
2.1 Banned hero - Sir Mullich. If this hero has 3rd level and higher - player must dismiss him at once.
2.2 Heroes-specialists of magic 4-5 level and Thant can use their magic against opponent in the following situations:
a) You have Magic Guild 4 level for 4-level magic and Magic Guild 5 level for 5-level magic. If you can't build Magic Guild 4-5 level in your town (Fortress, Stronghold and Castle) - you must build all Magic Guild's levels in any 2 of your towns. Or you must take opponent's town with necessary Magic Guild level (it's not necessary to visit this town by magic specialist).
b) You visited any place where you could learn this magic, or took it from Pandora's Box or Magic Book.
This heroes can use their special magic against any neutrals.
c) You can transfer high-level spells from specialists to other heroes by Scholar skill, but hero who learned such spell can use it against neutrals and opponent only if 2.2a or 2.2b conditions are fulfilled.
2.3 Isra and Vidomina can't take Expert Necromancy. If they take it - player must dismiss these heroes during next 4 turns.
2.4 If player rescue Mullich > 3 level or Isra or Vidomina with Expert Necromancy from prison - player must dismiss them during next 4 turns.
If player buy Mullich > 3 level or Isra or Vidomina with Expert Necromancy from tavern - player must dismiss them during next 4 turns.
Player can't buy Mullich > 3 level or Isra or Vidomina with Expert Necromancy in tavern after their capitulation.
2.5 No Red Rush (Red player can't attack Blue heroes or towns or guarded mines or flag Blue's unguarded town on Day 1 of ANY week using some NEW army (army brought with new heroes, from dwellings, Pandoras, hives, conservatories, portals of summoning is NOT considered as NEW))
2.6 No Hit & Run. Attacking hero can't flee in round 1 if he used some magic of direct damage. Defending hero can cast a spell and run away.
2.7 No Joiners (you can''t join wandering monsters even without Diplomacy skill).
2.8 You can use Scrolls Level 4 - 5, but you must build corresponding level of Magic Guild. If you can't build necessary Magic Guild's level in your town - you must build all Magic Guild's levels in any 2 of your towns. Or you must take opponent's town with necessary Magic Guild level (it's not necessary to visit this town by magic specialist).
2.9 Heroes can use DD only one time a day.
2.10 Free to use Angle Wings.
2.11 No Hillfort and Carto.
2.12 Must Fight misplaced guards. If there is no guard between zones - you can move between zones.
2.13 Must Fight misplaced guards of Pandora's Boxes, Arts and any other objects. You can take chests and resources without guards fighting.
2.14 No Cloak of the Undead King.
2.15 You can dig Grail after 5 week of game.
2.16 No upgrade of 1, 6 and 7 unit levels in Conflux. Starting hero in Conflux must be random.
2.17 No Necromancy Amplifier in Necropolis.
2.18 Free to use Mercenary Camp

3. If battle ends in a draw - then attacking player must flee (even if attacking player has better army).
Example: attacking player has horde of Golems and can't kill 1 Ghost dragon which flies away.
In "shackles present during draw battle" condition it is necessary to load last savegame, repeat exactly all moves until the draw battle, dismiss army, killed in battle. Than it's necessary to remove shackles, attacking hero must attack and flee or surrender.
In the case of disconnect player has to end his turn and make a save. Than the game continues from loading this save. In the case of program crash the game continues from autosave of inactive player. If connection was lost during the fight, all moves must be repeated after loading.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 12, 2010 06:53 PM

So this is again an INFERNO vs DUNGEON competition?
____________
Better judged by 12 than carried by 6.

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Protos
Protos


Known Hero
posted March 12, 2010 08:10 PM

I dont think so. 2sm4d(3) is different than Jebus and allowing your opponent to start with Shakti there would be suicide, IMO. Lets say it will be tower vs inferno.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 12, 2010 10:00 PM

Quote:
I dont think so. 2sm4d(3) is different than Jebus and allowing your opponent to start with Shakti there would be suicide, IMO. Lets say it will be tower vs inferno.
Not much better, is it?

Removing 1 or 2 towns (flux, necro) is one thing, but removing 6 or 7?...

Wouldn't it be much easier to just play chess then?
____________
Better judged by 12 than carried by 6.

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maretti
maretti


Responsible
Supreme Hero
posted March 12, 2010 10:42 PM

All depends what you eliminate. Noone says you have to eliminate the best towns first.

Besides that I see many weaknesses in that rule set. With some luck good games will happen anyway.
____________
Crag rules, Orrin and Ivor suck

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 14, 2010 03:59 PM
Edited by SAG at 16:01, 14 Mar 2010.

some more details:
we setup different rules/teams to play with different leagues. Currently setup for match with HeroesWorld (HW) will be the following:
SOD team:
 WCL rules:
    -  Maretti
    -  Lord of TajMahal
 HW rules:
    -  Paladin H3
    -  TheVinz
TE team:
 WCL rules:
    -  Liophy
    -  Fank
 HW rules:
    -  Protos
    -  Black_knight

I suggest Balance for TE as well? or what do you propose?
We sould assign pairs for HW players on their rules:
SOD - Aldegir, NumOne,
TE - Pit, Britvo4ka

I suggest:
Paladin H3 - Aldegir
TheVinz - NumOne
Protos - Pit
Black_knight - Britvo4ka

By default only 1 game. If BOTH players agree - then by 2 wins.
Rules with other leagues to follow later.
____________
I play HoMM3 at www.heroes-
III.com

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black_knight
black_knight


Known Hero
LT League
posted March 14, 2010 05:46 PM

Still dont see TE rules of HW

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Protos
Protos


Known Hero
posted March 15, 2010 09:21 AM

I still dont see our TE rules.

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Paladin_H3
Paladin_H3


Hired Hero
posted March 15, 2010 11:02 AM
Edited by Paladin_H3 at 11:26, 15 Mar 2010.

I would rather prefer to play with WCL rules to HW. I donot have alot of time to play instead on weekends and thus have little to no time to practice and adapt to the new one.

So I would appretiate if you can couple me in with wcl rules SAG.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 19, 2010 02:12 PM

HW TE options:

Cartographers are replaced by Covers of Darkness - yes
Loan Bank - no
Select neutral town types - yes (to avoid doublebuild)
Market of time - no
Mirror of the home-way - no
Summoning stones - no

Arrow towers gain exp - no
Leave troops by right-clicking - no
Commanders are enabled - no
Demolish town buildings by right-clicking - no
Creature dwellings accumulate creatures - no
Creature dwellings accumulate guards - no
Sylvan Centaur creation is allowed - no
Troop stacks gain experience - no
Artifacts may be left by right-clicking - no
Disable cheat codes and menu - yes

Ban spells from mage guilds and pyramids - yes
Ban spells from spell shrines - yes
Ban spells from scholars - yes
Ban spells from scrolls and pandora's boxes - yes
Ban spells from hero's starting spells - yes
Ban summon boat - yes
Ban scuttle boat - yes
Ban water walk - yes
Ban TP - no
Ban DD - no
Ban fly - no
Ban visions - no
Ban Armageddon - no
Ban View Air/Earth - no
Ban Animate dead - no
Ban ressurection - no
Ban disguise - no

Banned artifacts - boots of levitation, sea captain's hat and necklace of ocean guidance

Hit & run restricted - no
Savage monsters - yes
Custom start resources - no
Modify heroes - yes
Chess like time control - yes (360+360)
Timer stops in battles - yes
First day money transfer - no
New inferno castle gates - no
Disable some town buildings - no
New witch hut - yes
Mage guild rebuilding - yes
Reserve stack - no
Empty battlefield - no
No upgraded stack - no
No god morale - no
Offline mode - no

Restricted DD - yes
Replace scrolls with gold - yes
Replace hill forts with Fairy Dragons - yes
Build 2nd level - yes
DD in water - yes
Minsk rules - no
Necropolis patch - yes
One to many way monolith - yes


HW TE.ini:

360 initial time
360 add per turn
0 Army upkeep (in %)
0 Army experience multiplayer (in %)

[Classes ban]
1= 1 Warrior (0 - enable, 1 - ban)
2= 1 Sage
3= 1 Explorer
4= 1 Speedy
5= 1 Sniper
6= 1 Maradeur
7= 1 Healer
8= 1 Merchant
9= 1 Governor
10= 1 Leprechaun
11= 1 Terraformer
12= 1 Artificer

[Replace scrolls values]
1= 5 1st level (all*100gold)
2= 10 2nd level
3= 15 3rd level
4= 20 4th level
5= 25 5th level

1= 2 Roads (1 - dirt, 2 - grav, 3 - cobb, 4 - remove all roads, other - no change)


HW other options:

No exotic scripts (Watch tower in Tower, Inferno patch, scholar view, etc)
Non-modified text resources (no crypts on lava, Ufretin has dwarves only, etc)


HW rules:

0) Template is 2sm4d(3), size L+U, human players 2, computer players 0, difficulty 160%, no water, strong monsters, time limit 360+360 (battles not included).
Players choose towns and colors according to the following procedure. Towns, available for selection are reduced by 1 by each player, turn-by-turn. It's not allowed to pick same town types. When 3 towns are left, player chooses town which he will play and his opponent chooses from the rest 2 towns. Player, who chooses from 2 towns, chooses the color. Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
The rest towns are Tower, Inferno and Dungeon. invisible: "I choose Inferno", vbn: "I choose Dungeon and red color".
1) Restarts:
Players must take restart:
- if starting hero is not Level 1.
- if player has more than 1 starting town.
- if starting town hasn't Fort.
- if players have battle between them during first 6 turns. But, if both players agree, they can continue their game.
player can take 1 restart with no reason during 1st own turn.
player can take 1 restart with no reason during 3rd own turn.

2) Interdictions:
2.1 No Red Rush (Red player can't attack Blue heroes or towns or guarded mines or flag Blue's unguarded town on Day 1 of ANY week using some NEW army (army brought with new heroes, from dwellings, Pandoras, hives, conservatories, portals of summoning is NOT considered as NEW))
2.2 No Hit & Run. Attacking hero can't flee in round 1 if he used some magic of direct damage. Defending hero can cast a spell and run away.
2.3 Free to use Angle Wings.
2.4 Must Fight misplaced guards. If there is no guard between zones - you can move between zones.
2.5 Must Fight misplaced guards of Pandora's Boxes, Arts and any other objects. You can take chests and resources without guards fighting.
2.6 You can dig Grail after 5 week of game.
2.7 Free to use Mercenary Camp

3. If battle ends in a draw - then attacking player must flee (even if attacking player has better army).
Example: attacking player has horde of Golems and can't kill 1 Ghost dragon which flies away.
In "shackles present during draw battle" condition it is necessary to load last savegame, repeat exactly all moves until the draw battle, dismiss army, killed in battle. Than it's necessary to remove shackles, attacking hero must attack and flee or surrender.
In the case of disconnect player has to end his turn and make a save. Than the game continues from loading this save. In the case of program crash the game continues from autosave of inactive player. If connection was lost during the fight, all moves must be repeated after loading.

Files with options (*.dat) and TE.ini are in the attachment.
INI_and_DAT.zip
____________
I play HoMM3 at www.heroes-
III.com

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liophy
liophy


Famous Hero
Bulgarian
posted March 19, 2010 04:35 PM

I get irritated with so many rules. I prefer default WCL rules aswell.

If i am forced to play by the huge list of rules, better replace me.
____________
I play Heroes 3 Online at: www.heroes-III.com

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted March 19, 2010 06:08 PM

Liophy, you are lucky to play at WCL rules Regarding Paladin I will decide during this weekend.
____________
I play HoMM3 at www.heroes-
III.com

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