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Heroes Community > Tournament of Honor > Thread: Rules Rules Rules?
Thread: Rules Rules Rules? This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Ichon
Ichon


Responsible
Famous Hero
posted June 20, 2001 10:22 PM

Not the thinking that matters

It's not the thinking that takes much time, you can do that between turns anyway. The chaining is what takes the most time. I usually chain my army or armies between 3-4 different heroes every turn. I try to expand in concentric rings or waves throughout my territory, I clean out every single monster group and artifact that I can afford to. That means in week 1 5th level and below(unless map like DW where I take out 6th also), week 2 7th level and below unless there is more than a pack of 7th levels.

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Mocara
Mocara


Famous Hero
what?
posted June 26, 2001 07:29 AM

I will reply to this thread very soon.

I just need some more time to think about it.

-Mocara

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Ichon
Ichon


Responsible
Famous Hero
posted June 27, 2001 12:44 AM

Oh no-

C'mon- I wanna be at leat in a rest home by the time I hear this, if my epitaph's already been carved, it's a little late.
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Frank
Frank


Promising
Known Hero
posted June 27, 2001 07:32 AM

Timer - strategy / RuleZ

A timer set to 2 minutes doesn`t change the game strategy.  It changes the way you have to proceed to accomplish what you have to do.  You have to desgin a different routine using less chaining.  It is possible to get an almost as efficient routine as the one you would use if you had more time.  Keep leaving to your main hero at the end of every turns only one of your fastest troop.  It hides your main`s identity and it allows your main to do more things each turns.  You shouldn`t use quick combat in your 2 minutes/turn games if you weren`t using it in your 4 minutes/turn games.  It doesn`t save you time and it can be a lot more costly mana and troops wise.

As for the rules, HOMM3 doesn`t need any on the vast majority of toh`s maps to allow fair games.  There are ways to conteract everything that may seem unfair to you (ex: opponent starting with deamer).   Playing with extra rules makes you a weaker player in the long run as you forget all the tactics you can use.

Frank

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CraigHack
CraigHack


Known Hero
Have fantasies, will travel...
posted June 27, 2001 09:09 PM

Rules Pack

DISCLAIMER
This is CYNICAL SATIRE!!! Do not assume this is real in any way. (For those who must answer any message about anything in anger)

Having seen some of the rules listed in great detail in Zone rooms, I propose a "Rules Pack System" whereby a Zone host can just say "Rule Pack 1" or "Rule Pack 2" or whatever.

"Rule Pack None" would of course be:

Random everything and no crying!

This is of course the "Purist" form of Heroes. But.... caution is advised. You might lose the game!!

"Rule Pack 1" might be:

No small maps
No 4th lev spell heroes
No Hit & Run
No Diplomacy
No Logistics
No Grail
6 Minute time limit

This is a fairly conservative way to play Heroes.

The next level, "Rule Pack 2" might be:

All of Rule Pack 1, plus
No Spell or Resource Heroes at all allowed
No Griffin Conservatories
No 6th-7th level external creature dwellings
No Dragon Utopias
No attacking on day 1 with new creatures
4 minute time limit

This is a little tighter playing style!

The hightest level, "Rule Pack Max" would include:

All of Rule Packs 1 & 2, plus:
No Heroes allowed except totally useless Heroes (Piquedram for instance, would be allowed).
No external creature dwellings at all.
We start over if by chance we meet in the 1st week of play.
We start over if I dont get the town type I like.
We start over if I move my mouse wrong and lose something.
We start over if you get a really good artifact.
We start over if there is a portal within 1 day of my town.
We start over if my Wood or Ore mine are guarded.
No Skeleton Transformer built in week 1.
No Gremlim Upgrade in Week 1. (This started it I think).
No Black Market purchases.
No Cartographer!!!
No Logistics Arties allowed.
No Orbs or Cloaks of any kind allowed!
No chaining of Heroes!
No building Mage Guilds above level 2!
No cover of Darkness may be used.
Shackles of War not allowed!
You are allowed to visit 1 Crypt, 1 Derelict ship and 1 Dwarven Treasury.
If you find an unguarded box you must dismiss the nearest Hero.
If you get 2 same type towns, we start over.
If you get lucky in any way, we start over.
If you do anything that indicates that you know something about the game that I dont know, I will get pissed off!
1 Minute time limit. (Or we could flip a coin and not play at all, thus saving much time)!

As you can see, the use of this system would make it clear to one and all exactly how you want to play the game! No more arguments after the game about what rules were in effect during the game!!

The idea of course is to limit or handicap those players who spend waaay to much time learning the intricacies of the game. These high level over-achievers who can win a game with seemingly nothing just because they actually studied the possibilities must be stopped!!!

Since Tymeria closed up I have too much time on my hands and may at times, out of boredom, post some crap on this board. Forgive me.





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The Gods have brought us together... I can't imagine why.

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted June 27, 2001 09:44 PM

The Rule Pack system sounds very intriguing.  However, it mighy be nice to have a few extra gradations, maybe five or six packs instead of four.
____________
"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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CraigHack
CraigHack


Known Hero
Have fantasies, will travel...
posted June 28, 2001 11:17 PM

Six pack?

Yes, I find that a six pack is best in most cases!
____________
The Gods have brought us together... I can't imagine why.

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Shae_Trielle
Shae_Trielle


Honorable
Famous Hero
of Heroes
posted July 01, 2001 12:15 PM

Six pack

LOL, are you guys talking about six pack of beer or six pack stomachs?

And for the unfortunate amongst you, you do NOT get a six pack by DRINKING a six pack!

There is a nice tournament going called Heroes Kingdom and it has subtourneys where basic rules are applied such as no level 4ths, no logistics heroes and no hit and run. Perhaps some of you would prefer to play that instead of toh.

Speaking of TOH, do the HC award wins/losses based on complaints from players where they claimed that their opponent 'broke the rules'?

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Ichon
Ichon


Responsible
Famous Hero
posted July 04, 2001 09:15 AM

lalalala

Well, there can never be enough rules for those who don't understand why they keep losing... ruels doesn't fix that problem, you just have to learn how to play. I was drubbed a few times before I joined ToH, but I never forgot a single one of those lessons. Since then I've drubbed many more and spread out those lessons I'd learned while instituting some tricks I came up with myself.

Shae- the HC follows the "no rules" policy. It's mentioned in countless places, but people just don't seem to read any rules. I've had many games where someone would not report a loss because they claimed I broke "the rules"- almost everytime it was because of how I use secondary heroes and build two main heroes. The only real rules are no editing map, no peeking at saves after crashes or paused games, and no small maps(I think that is bogus really, I love a quick small map game! I actually enjoy Good to Go vs a worthy opponent.) Anyway, the HC is around more often to make rulings on cheating or players not completing games, and a huge amount of games aren't completed because one person drops out and accuses other person of "cheating" because the idea this person had in their head of what the rules really were is different from what the other guy thought, or there is even unscrupulous players who agree to no 4th's or logistics or something, but then use them anyway because they know if they manage to get past week 1 without the opponent noticing, then they can submit save to HC and usually get a win.  

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deth8
deth8


Promising
Known Hero
posted July 07, 2001 05:14 AM
Edited By: deth8 on 6 Jul 2001

Shae, about the HC

Quote:
Speaking of TOH, do the HC award wins/losses based on complaints from players where they claimed that their opponent 'broke the rules'?



No. I will copy.......actually how about link to the Honor Council page on rules
It should be helpful for an explanation.

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deth8
deth8


Promising
Known Hero
posted July 07, 2001 06:09 AM

Well said Ichon

Well put,  I didn't see your message until after I had messaged back to Shae.  I might add that if we see a pattern in anyone abusing the system with disputes we would take issue with that for sure as well (ie. duping players into not using certain heroes and then using them their self).  This has not occured in a pattern to date, nor should we hope it ever does.



Quote:
Well, there can never be enough rules for those who don't understand why they keep losing... ruels doesn't fix that problem, you just have to learn how to play. I was drubbed a few times before I joined ToH, but I never forgot a single one of those lessons. Since then I've drubbed many more and spread out those lessons I'd learned while instituting some tricks I came up with myself.

Shae- the HC follows the "no rules" policy. It's mentioned in countless places, but people just don't seem to read any rules. I've had many games where someone would not report a loss because they claimed I broke "the rules"- almost everytime it was because of how I use secondary heroes and build two main heroes. The only real rules are no editing map, no peeking at saves after crashes or paused games, and no small maps(I think that is bogus really, I love a quick small map game! I actually enjoy Good to Go vs a worthy opponent.) Anyway, the HC is around more often to make rulings on cheating or players not completing games, and a huge amount of games aren't completed because one person drops out and accuses other person of "cheating" because the idea this person had in their head of what the rules really were is different from what the other guy thought, or there is even unscrupulous players who agree to no 4th's or logistics or something, but then use them anyway because they know if they manage to get past week 1 without the opponent noticing, then they can submit save to HC and usually get a win.  

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Mad_Unicorn
Mad_Unicorn


Famous Hero
I am a mean person shame on me
posted December 05, 2001 02:51 AM

well since

since so many people complaining about rules and such i am bring back my thread

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Jex
Jex


Known Hero
posted December 05, 2001 04:52 AM

change of opinion

Well I was very very against hit and run, but would still play a random with grail allowed.

However lately I have been playing with hit and run, as I am sick of debates and ruined games over what hit and run means.

So now I only play with KoR restart rules when playing a random map. But thats it....However I still agree to all rules people suggest, except no diplomancy on hg.

I suspose it helps when your in a military clan too.

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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted December 05, 2001 08:16 AM

funnest game ever played ... was when I kicked the @$$ of a H/R Solmyr ... using H/R tactics ... using the SUCKIEST hero ... Malcom!  

too bad his eagle-eye couldn't learn CL though ...
____________
- wiggy ... who has a crush on Rob's models.  Well ... the ones his age (18-26)  

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Titan_888
Titan_888


Known Hero
Wind of Change
posted December 05, 2001 09:34 AM
Edited By: Titan_888 on 5 Dec 2001

I wont miss my diplo on hourglass.. 2 times i had 24+ archangels start week 4 ) and offcourse included 8 ancients 10 red dragons etc.

the best way is to play NO RULES AT ALL... just untill yesterday when i ran into a opponent on West vs. east.
He was dungeon and im castle... i offered him to choose color... and he choosed red. only to power attack me his day 1 week 3 and used his extra creatures growth.
Lets just say i cursed him little verbally for that move but after he took my castle he stayed in there. Which became his loss. Kyrre with tome of earth attacked him and revenged the bad strategy used by opponent
Good luck

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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted December 06, 2001 12:34 AM

hehe, nice move!  punish him for his dishonor!  

that reminded me of one game ... random map against a footman ...
he somehow snuck in and stole my capitol unguarded while my hero was adventuring ... the very day after I spent 10k on my capitol!  

he bought all my ogres, goblins, and wolves to secure the fort, and had 6 hydras in army! (week 3 on a poor random map) <-- had hydra dwelling

so I sent back my adventuring hero, who had:
- 25 griffins (from pandora's box)
- 8 rocs
- 15 wyverns (from fly hives)
- 14 pegasi
- 45? orcs
- 20? grand elves

wasn't sure if I would win the battle ... but had to attack before next week.

I managed to gang-rape his hydras first round (thanks to exp. tactics), sending in griffins first as fodder ... reducing his hydras to 1 before they attacked round 2.  


oh yeah, this thread's on rules ... uh ... the only rules I play with is the no 1st day rush ... and a week 1 restart on random.
Then again I'm usually red so my rules go against me.  
____________
- wiggy ... who has a crush on Rob's models.  Well ... the ones his age (18-26)  

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jex
jex


Known Hero
posted December 06, 2001 09:48 AM

hehe

Quote:
just untill yesterday when i ran into a opponent on West vs. east.
He was dungeon and im castle... i offered him to choose color... and he choosed red. only to power attack me his day 1 week 3 and used his extra creatures growth.

This reason is why I dont play W vs E. It is too poorly made.
I wonder, where you by chance playing an angellic philo person who gets to pick red? lmao


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Titan_888
Titan_888


Known Hero
Wind of Change
posted December 06, 2001 11:54 AM
Edited By: Titan_888 on 6 Dec 2001

hehe... without Kyrre and the tome of earth it would have been hard for me. Simply cause i havent played this map very much. and i was wise to choose my level 2 upg. for military (5000 exp.) +glypth(2learningstone) + 1 learning already there. so kyrre started with 8000 exp. 3 powerlich from refugee... and my path was clear... i fight all the creatures up to library and gained 2+ all.. then exactly last move i had left day 7 was enough to enter my castle.. day 1 building stable and then i went to boat to go collect the tome of earth from the island. )

hehe.

Regards KyrrethePunisher
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Defreni
Defreni


Promising
Famous Hero
posted December 06, 2001 02:33 PM

LOL 888. he sure did what he had coming. One off the reason Ive never played WvsE was because the first time I was offered a game on that map, my opponent insisted on being red. So I opened map ed. and guess what
I refused to play the game, and Ive kept refusing ever since, one of the few maps out there where u cant keep someone from first day rushing cept if ur extremely lucky.
I actually agree with Wiggy very much. I prefer no rules, but one, no first day rushing, at least when its on a map where its impossible to bite the snake into pieces

Defreni
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Lews_Therin
Lews_Therin


Promising
Famous Hero
posted December 07, 2001 12:30 AM
Edited By: Lews_Therin on 6 Dec 2001

On random maps I consider the possibility of first day rush a balancing of the scales.

These two seem to me the most important arguments (not the only ones for sure):
A blue hero in a castle has full spellpoints during redīs turn. As red, being attacked in your castle while youīre trying to reload your empty sp usually means 0-1.
A blue hero always has gold during redīs turn. In a large armiesī clash, having the inferior one or not enough spellpoints or a mixture of both + being broke usually means 0-1.

I donīt know for sure which color is better, maybe I still slightly prefer red, but I think theyīre very close. If you make such a "no day 1 attack" rule, blue would have all the advantages.
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