Tournament of the Century - The Heroes4 rules.
hi
so what about maps?
as u saw in heroescommunity
we want more maps...
or u need mapnames to figure?
so what about maps?
as u saw in heroescommunity
we want more maps...
or u need mapnames to figure?
mmmmda....
Rules of “Speed round” of “The tournament of the Century”.
HoMM4.
1. The round is being held using HoMM4: “Winds of War”
2. Every team consists of 3 players. (The list of players must be submitted to the **Council by the Team-captains before the tour starts.)
3. All players are to be divided into three groups. Each group will contain each team’s player. Thus, number of each group’s persons will be equal to number of teams.
4. Each group is to be provided with its own saves. Game’s purpose is to beat all computer players or achieve a victory through some different way, if it is stipulated in the map, within the minimum possible time term.
5. Player must save game before end of the game (if the game ends after a fight, saving before the last blow is required), then send this saving game to the **Council before dead-line time. Every game of this round has a limit of 2 weeks. The deadline is set, after which the players save is not considered.
7. The winner will be a player, who achieves the victory in the game for minimum days. In case of achieving a victory by several players for the same number of days the winner will be that player who, have been given more prize points for his victory in the game.
8. All players are required to do daily savings and keep them before the end of the tournament. In case of accusing a player unfair playing the **Council will request about some of these savings.
9. Using any bugs of the game, even not intentionally, is prohibited. If you are unsure if some specific action uses some bug, you should ask the **Council. Using game bugs is punished by loss of the tournament.
10.**The Council has the right to change the rules at any time. In this case players must be informed before the game has started. During the game rules can not be altered.
HoMM4.
1. The round is being held using HoMM4: “Winds of War”
2. Every team consists of 3 players. (The list of players must be submitted to the **Council by the Team-captains before the tour starts.)
3. All players are to be divided into three groups. Each group will contain each team’s player. Thus, number of each group’s persons will be equal to number of teams.
4. Each group is to be provided with its own saves. Game’s purpose is to beat all computer players or achieve a victory through some different way, if it is stipulated in the map, within the minimum possible time term.
5. Player must save game before end of the game (if the game ends after a fight, saving before the last blow is required), then send this saving game to the **Council before dead-line time. Every game of this round has a limit of 2 weeks. The deadline is set, after which the players save is not considered.
7. The winner will be a player, who achieves the victory in the game for minimum days. In case of achieving a victory by several players for the same number of days the winner will be that player who, have been given more prize points for his victory in the game.
8. All players are required to do daily savings and keep them before the end of the tournament. In case of accusing a player unfair playing the **Council will request about some of these savings.
9. Using any bugs of the game, even not intentionally, is prohibited. If you are unsure if some specific action uses some bug, you should ask the **Council. Using game bugs is punished by loss of the tournament.
10.**The Council has the right to change the rules at any time. In this case players must be informed before the game has started. During the game rules can not be altered.
The rules of “The team round” of
“The tournament of the Century”
Homm4.
1. The tour is being held using “HoMM4: Winds of War”.
2. Every team consists of 3 players. (The list of players must be submitted to the **Council by the Team-captains before the tour starts.)
3. Fights between teams are carried out on a circular basis; two weeks are given for each fight.
4. Fighting teams get three different saves from the same map. There will be commutable starting alignment in the saves.
5. The saves are to be distributed among the team’s players by the captain. All participants play on their save as many days as is indicated in the round’s description. They must gather armies during the fixed time (usually 29 days). These armies will be united in the common team army.
6. Two real time weeks are given for each game. As this time passes each team participant must send his save, where he has assembled a part of the team army. Otherwise, his army won’t be included in the team one.
7. All players are required to do daily savings and keep them before end of the round. In case of accusing a player unfair playing the **Council will request some of these saves.
8. Using cheat-codes, game’s bugs, cracking saves and manipulating players via multiplayer is prohibited; violating is punished with losing the round. If a player/team gets a suspicion that his/their rivals have used cheat-codes, bugs, savings’ cracks during passing the map the captain must inform the **Council. The **Council must check this player’s map passing, asking him for daily savings and description of his actions.
9. The final army of the team is formed out of each team participant’s armies. The participants submit their saves in a way so that while uniting the common army could be assembled without necessity of changing troops’ location or monsters. In case of not coinciding any slots the organizers reserve the right to remove any of them. While uniting savings the same slots of units are put together; artifacts, scrolls and other things are not distributed among the heroes.
10. Arena is created by the organizers. It is used in its turn for accumulating the armies of all participants representing fighting teams; the armies of all team members are united in the common team army.
11. The fight between team armies makes a winner. The verdict is pronounced by the **Council. In case of disagreement with it teams’ captains organize an online fight at the earliest possible date, that is, appoint a player who will fight using the common army on the given saving-arena. The result of the online match will be the final result of the match.
12. **The Council has the right to change the rules at any time. In this case players must be informed before the game has started. During the game rules can not be altered.
“The tournament of the Century”
Homm4.
1. The tour is being held using “HoMM4: Winds of War”.
2. Every team consists of 3 players. (The list of players must be submitted to the **Council by the Team-captains before the tour starts.)
3. Fights between teams are carried out on a circular basis; two weeks are given for each fight.
4. Fighting teams get three different saves from the same map. There will be commutable starting alignment in the saves.
5. The saves are to be distributed among the team’s players by the captain. All participants play on their save as many days as is indicated in the round’s description. They must gather armies during the fixed time (usually 29 days). These armies will be united in the common team army.
6. Two real time weeks are given for each game. As this time passes each team participant must send his save, where he has assembled a part of the team army. Otherwise, his army won’t be included in the team one.
7. All players are required to do daily savings and keep them before end of the round. In case of accusing a player unfair playing the **Council will request some of these saves.
8. Using cheat-codes, game’s bugs, cracking saves and manipulating players via multiplayer is prohibited; violating is punished with losing the round. If a player/team gets a suspicion that his/their rivals have used cheat-codes, bugs, savings’ cracks during passing the map the captain must inform the **Council. The **Council must check this player’s map passing, asking him for daily savings and description of his actions.
9. The final army of the team is formed out of each team participant’s armies. The participants submit their saves in a way so that while uniting the common army could be assembled without necessity of changing troops’ location or monsters. In case of not coinciding any slots the organizers reserve the right to remove any of them. While uniting savings the same slots of units are put together; artifacts, scrolls and other things are not distributed among the heroes.
10. Arena is created by the organizers. It is used in its turn for accumulating the armies of all participants representing fighting teams; the armies of all team members are united in the common team army.
11. The fight between team armies makes a winner. The verdict is pronounced by the **Council. In case of disagreement with it teams’ captains organize an online fight at the earliest possible date, that is, appoint a player who will fight using the common army on the given saving-arena. The result of the online match will be the final result of the match.
12. **The Council has the right to change the rules at any time. In this case players must be informed before the game has started. During the game rules can not be altered.
Just some words to tell you:
MERRY CHRISTMAS!!!
from all ArchangelCastle Team
MERRY CHRISTMAS!!!
from all ArchangelCastle Team
May the Force be with....ME!!!
maps for tourney suggestion of the_teacher (most powerful ToH player):
Circle of life 1.3(modified)
modifications :
- adv order on the paladin guarding the portal
- recommended difficulty settings : expert
Coldhearted
modifications :
- under study
Dog Days :
modifications :
- neutral areas 2 goldmines each
- scroll of dispel added in front of each starting town
- in game rules : no demon fire allowed in players fight
Eldorado
modifications :
- level 4 dwell replaced with 2 x level 3 dwell
- quest modified 4 blackies instead of 3 required in order to pass
- first boat moved in the middle of water (it will be posted soon)
If these walls could talk (modified)
modifications :
- might town removed
- scroll of dispel added in front of each starting town
- shackles placed in a well-guarded garrison (each sides)
Insanity
modifications :
- under study
Lost in space
modifications :
- I'll ask Jinxer to find the appropriate solution and modify the map in order not to waste time waiting for the gates to open, similar to IP , if someone wants to be explore earlier to eliminate restrictions
Plains of despair :
modifications :
- no extra tavern
- scroll of dispel added in front of each starting town
- scripts on guards + the shackles
- might removed or some magic buildings added
- war university moved
Powerspot (insides & bluesides)
modifications :
- displacement for some creatures in order to be the same of both colors (insides) (balance adjustments)
Seems minerals
modifications :
- citadel , caravan , town hall and blacksmith prebuilt
- scroll of dispel added in front of each starting town
Shallow be thy game
modifications :
- scroll of dispel added in front of each starting town
- citadel prebuilt main towns
Showdown
modifications :
- scroll of dispel added in front of each starting town
- no extra tavern
- script on blackies modified
- treasures modified ( gloves for both sides )
- war university added next to each starting town
- modify settings for markers
the Longest journey
modifications :
- shackles of war added somewhere (i'll think of it) in order to eliminate a possible draw (it will be posted soon)
- banned boots of traveller
TRON
modifications :
- under study
Youri's heart of the winter
modifications :
- script on guards changed , added shackles, robe of guardian , ring of greater negation , all arties disappear after defeat
- robe of guadian changed with a random major
- unlink the middle altars
- no extra tavern
- scroll of dispel added in front of each starting town
- one level 3 dwell, one level 4 dwell guarded linked
Circle of life 1.3(modified)
modifications :
- adv order on the paladin guarding the portal
- recommended difficulty settings : expert
Coldhearted
modifications :
- under study
Dog Days :
modifications :
- neutral areas 2 goldmines each
- scroll of dispel added in front of each starting town
- in game rules : no demon fire allowed in players fight
Eldorado
modifications :
- level 4 dwell replaced with 2 x level 3 dwell
- quest modified 4 blackies instead of 3 required in order to pass
- first boat moved in the middle of water (it will be posted soon)
If these walls could talk (modified)
modifications :
- might town removed
- scroll of dispel added in front of each starting town
- shackles placed in a well-guarded garrison (each sides)
Insanity
modifications :
- under study
Lost in space
modifications :
- I'll ask Jinxer to find the appropriate solution and modify the map in order not to waste time waiting for the gates to open, similar to IP , if someone wants to be explore earlier to eliminate restrictions
Plains of despair :
modifications :
- no extra tavern
- scroll of dispel added in front of each starting town
- scripts on guards + the shackles
- might removed or some magic buildings added
- war university moved
Powerspot (insides & bluesides)
modifications :
- displacement for some creatures in order to be the same of both colors (insides) (balance adjustments)
Seems minerals
modifications :
- citadel , caravan , town hall and blacksmith prebuilt
- scroll of dispel added in front of each starting town
Shallow be thy game
modifications :
- scroll of dispel added in front of each starting town
- citadel prebuilt main towns
Showdown
modifications :
- scroll of dispel added in front of each starting town
- no extra tavern
- script on blackies modified
- treasures modified ( gloves for both sides )
- war university added next to each starting town
- modify settings for markers
the Longest journey
modifications :
- shackles of war added somewhere (i'll think of it) in order to eliminate a possible draw (it will be posted soon)
- banned boots of traveller
TRON
modifications :
- under study
Youri's heart of the winter
modifications :
- script on guards changed , added shackles, robe of guardian , ring of greater negation , all arties disappear after defeat
- robe of guadian changed with a random major
- unlink the middle altars
- no extra tavern
- scroll of dispel added in front of each starting town
- one level 3 dwell, one level 4 dwell guarded linked
Thank you very much for congratulating us with Christmas! We greatly appreciate your attention, and on January, 7 we'll wait your congratulations with the Orthodox church Christmas.Exeter писал(а):Just some words to tell you:
MERRY CHRISTMAS!!!
from all ArchangelCastle Team
Hahahah, sorry, I didn't think to that point!! i didn't know that orthodox church haven't the same christmas than ...euh... roman church? so, apologize! I'm not sure I could be here for the january,7th so, Merry christmas in advance
May the Force be with....ME!!!
List of maps for Tournament of Century you'll find here:
http://www.heroesleague.ru/maps/?homm=4 ... &artid=734
http://www.heroesleague.ru/maps/?homm=4 ... &artid=734
"Tournament of the Century"
The rules of on-line tour
1. These rules are recommended. If both players agree to change one or several rules – they are free to do it. If they can not reach the agreement, these rules apply.
2. The tour is being held using HoMM-IV: Equilibris v.3.3 English version. (http://www.zone.ee/homm4/eng). If one of players does not agree to use Equilibris v.3.3, the game is held using - HoMM 4 WoW v.3.0.
3. Every team consists of 3 players. (The list of players must be submitted to the Council by the Team-captains before the tour starts.) Every player will fight one of the players from opposing teams on-line. So, if there will be 6 teams - each player will play 5 on-line games.
4. Every game has a limit of 2 weeks. The deadline is set, after which the game is considered not held, and no points are adjudged.
5. Game difficulty - Advanced (3-rd), time limit - 4 minutes, stationary guards.
6. Rules limitations:
a. Doesn't apply to games using Equilibris v.3.3. – The hero is not allowed to develop Grandmaster Necromancy. If hero breaks this rule, he (she) must be killed in 3 turns and never brought back to life. Raising Vampires using the Grandmaster Necromancy skill is punished by loss of the game.
b. Using any bugs of the game, even not intentionally, is prohibited. If you are unsure if some specific action uses some bug, you should ask the Council. Using game bugs is punished by loss of the game.
7. Player, who lost all his towns and armies, loses. If player lost all his towns and did not reclaim any in 7 days, he (she) loses.
8. Map choice. The following maps will be used for the on-line tour:
http://www.heroesleague.ru/maps/?homm=4 ... &artid=734
1) Circle of Life v.1.3
2) Dog Days 2
3) Eldorado v.1.4
4) If these walls could talk
5) Insanity IV
6) Plains of Despair
7) Shallow be thy game 2p
8) Showdown
9) Yheartwinter
Map archive for НоММ4 WoW v.3.0.: http://www.heroesleague.ru/show/630/maps(ToC)v3_0.zip
Map archive for Equilibris v.3.3.:
http://www.heroesleague.ru/show/611/maps(ToC)v3_3.zip
These maps for НоММ4 WoW v.3.0. differ from those for Equilibris v.3.3 by disabled skills Resurrection and Charm, and disabled artefacts Halberd of Swiftwatch and Ring of Permanency.
9. The map is chosen by subsequent removal of maps from the list by players - one after another. The player, which chooses the map (removes second last map, so there is only one left), has the right to choose starting alignment.
10. Alignment choice. Prior to choosing alignment, each player can ban one of the alignments, if he (she) wishes to do so. After than neither player nor his opponent can choose this alignment. After this optional alignment ban the player who has the right to choose his alignment, can do that. He (she) also chooses the starting position. His (her) opponent gets the right to make the first move and to choose his (her) alignment. He (she) can choose the same alignment, as the opponent has.
11. Every game has it's time limit - the 2-nd month, 4-rd week, 7-th day. If the game is not finished by this time - by the end of this day the player must leave only 1 army - the rest of the armies must be in towns, mines, garrisons, etc. The save must be sent to the Council before the deadline. The Council will create the save of arena with 2 armies - exact copies of players' armies. Players fight this final battle and the winner wins the game.
12. Long battles with neutrals are prohibited. If there are more than 15 minutes delays, the player can complain to the council.
a. Examples of long battles: 1 sprite fights 100 zombies, or level 2 Necromancer with Poison and Fatigue fights 20 Behemoths. These battles can be won easily, but they are too much time consuming.
ATTN: the rule does not apply to the battles between players.
13. In battles between players there can be stalemate situation. Example - one player has 10 imps, the other has 100 Ogre-Mages. Imps can fly over the battlefield and Ogre-Mages have no chance to catch them up. In such situations the attacker must flee or surrender. If Shackles of War artefact is present - the battle must be finished in autocombat mode.
14. If the connection is lost, the last autosave is loaded and players must repeat all actions before the loss of connection, including actions in battles, if possible. If the connection is dropped many times due to one of the players' fault, the complain can be submitted to the Council.
15. Games are held via GameSpy or direct TCP/IP. The game is hosted by independent player, which has 1 peasant on map. Players submit him/her the name of the map and possible mutually agreed changes to it (disabled spells, skills, artefacts etc.) which must be made by host. Players log on to the host and chose their colours and alignments (p.10). After the game has started the host logs off.
16. THE COUNCIL HAS THE RIGHT TO CHANGE THE RULES AT ANY TIME. In this case players must be informed before the game has started. During the game rules can not be altered.
The rules of on-line tour
1. These rules are recommended. If both players agree to change one or several rules – they are free to do it. If they can not reach the agreement, these rules apply.
2. The tour is being held using HoMM-IV: Equilibris v.3.3 English version. (http://www.zone.ee/homm4/eng). If one of players does not agree to use Equilibris v.3.3, the game is held using - HoMM 4 WoW v.3.0.
3. Every team consists of 3 players. (The list of players must be submitted to the Council by the Team-captains before the tour starts.) Every player will fight one of the players from opposing teams on-line. So, if there will be 6 teams - each player will play 5 on-line games.
4. Every game has a limit of 2 weeks. The deadline is set, after which the game is considered not held, and no points are adjudged.
5. Game difficulty - Advanced (3-rd), time limit - 4 minutes, stationary guards.
6. Rules limitations:
a. Doesn't apply to games using Equilibris v.3.3. – The hero is not allowed to develop Grandmaster Necromancy. If hero breaks this rule, he (she) must be killed in 3 turns and never brought back to life. Raising Vampires using the Grandmaster Necromancy skill is punished by loss of the game.
b. Using any bugs of the game, even not intentionally, is prohibited. If you are unsure if some specific action uses some bug, you should ask the Council. Using game bugs is punished by loss of the game.
7. Player, who lost all his towns and armies, loses. If player lost all his towns and did not reclaim any in 7 days, he (she) loses.
8. Map choice. The following maps will be used for the on-line tour:
http://www.heroesleague.ru/maps/?homm=4 ... &artid=734
1) Circle of Life v.1.3
2) Dog Days 2
3) Eldorado v.1.4
4) If these walls could talk
5) Insanity IV
6) Plains of Despair
7) Shallow be thy game 2p
8) Showdown
9) Yheartwinter
Map archive for НоММ4 WoW v.3.0.: http://www.heroesleague.ru/show/630/maps(ToC)v3_0.zip
Map archive for Equilibris v.3.3.:
http://www.heroesleague.ru/show/611/maps(ToC)v3_3.zip
These maps for НоММ4 WoW v.3.0. differ from those for Equilibris v.3.3 by disabled skills Resurrection and Charm, and disabled artefacts Halberd of Swiftwatch and Ring of Permanency.
9. The map is chosen by subsequent removal of maps from the list by players - one after another. The player, which chooses the map (removes second last map, so there is only one left), has the right to choose starting alignment.
10. Alignment choice. Prior to choosing alignment, each player can ban one of the alignments, if he (she) wishes to do so. After than neither player nor his opponent can choose this alignment. After this optional alignment ban the player who has the right to choose his alignment, can do that. He (she) also chooses the starting position. His (her) opponent gets the right to make the first move and to choose his (her) alignment. He (she) can choose the same alignment, as the opponent has.
11. Every game has it's time limit - the 2-nd month, 4-rd week, 7-th day. If the game is not finished by this time - by the end of this day the player must leave only 1 army - the rest of the armies must be in towns, mines, garrisons, etc. The save must be sent to the Council before the deadline. The Council will create the save of arena with 2 armies - exact copies of players' armies. Players fight this final battle and the winner wins the game.
12. Long battles with neutrals are prohibited. If there are more than 15 minutes delays, the player can complain to the council.
a. Examples of long battles: 1 sprite fights 100 zombies, or level 2 Necromancer with Poison and Fatigue fights 20 Behemoths. These battles can be won easily, but they are too much time consuming.
ATTN: the rule does not apply to the battles between players.
13. In battles between players there can be stalemate situation. Example - one player has 10 imps, the other has 100 Ogre-Mages. Imps can fly over the battlefield and Ogre-Mages have no chance to catch them up. In such situations the attacker must flee or surrender. If Shackles of War artefact is present - the battle must be finished in autocombat mode.
14. If the connection is lost, the last autosave is loaded and players must repeat all actions before the loss of connection, including actions in battles, if possible. If the connection is dropped many times due to one of the players' fault, the complain can be submitted to the Council.
15. Games are held via GameSpy or direct TCP/IP. The game is hosted by independent player, which has 1 peasant on map. Players submit him/her the name of the map and possible mutually agreed changes to it (disabled spells, skills, artefacts etc.) which must be made by host. Players log on to the host and chose their colours and alignments (p.10). After the game has started the host logs off.
16. THE COUNCIL HAS THE RIGHT TO CHANGE THE RULES AT ANY TIME. In this case players must be informed before the game has started. During the game rules can not be altered.
HC-team
Online
1) Hidden_Dragon
2) Youri_S
3) Asko1d
Arena:
1) Berkut
2) Bisya
3) plaguer
Speed:
1) plaguer
2) An2003
3) Greedy
AC-team
Online:
1) Nessus
2) Pacobac
3) Negus
Arena Battle:
1) M8mat
2) Pacobac
3) Exeter
Speediest conquest of the map:
1) M8mat
2) Fox
3) IntelloGlandeur
HL-team
Online
1) CMEPTb (c),
2) Strider_HL,
3) Hoher
Arena:
1) vadim99,
2) DVStranger,
3) Vicont
Speed
1) Havr,
2) Rufinus,
3) LazyLuck
HP-team
Online
1) -
2) -
3) -
Arena:
1) -
2) -
3) -
Speed:
1) Benedikt
2) Aiden
3) Zigfreed
ToH team
Online
1) Teacher
2) Aragnar
3) Camoes
Speed
1) Valkyrica
2) Balcough
3) Camoes
Arena
1) Valkyrica
2) Arangar
3) Gustn
Online
1) Hidden_Dragon
2) Youri_S
3) Asko1d
Arena:
1) Berkut
2) Bisya
3) plaguer
Speed:
1) plaguer
2) An2003
3) Greedy
AC-team
Online:
1) Nessus
2) Pacobac
3) Negus
Arena Battle:
1) M8mat
2) Pacobac
3) Exeter
Speediest conquest of the map:
1) M8mat
2) Fox
3) IntelloGlandeur
HL-team
Online
1) CMEPTb (c),
2) Strider_HL,
3) Hoher
Arena:
1) vadim99,
2) DVStranger,
3) Vicont
Speed
1) Havr,
2) Rufinus,
3) LazyLuck
HP-team
Online
1) -
2) -
3) -
Arena:
1) -
2) -
3) -
Speed:
1) Benedikt
2) Aiden
3) Zigfreed
ToH team
Online
1) Teacher
2) Aragnar
3) Camoes
Speed
1) Valkyrica
2) Balcough
3) Camoes
Arena
1) Valkyrica
2) Arangar
3) Gustn
When will start the tournament, please?
May the Force be with....ME!!!
Today!!Exeter писал(а):When will start the tournament, please?
Starting saves was sended to players.
1st tour “Arena” lasts from 2004/03/04 to 2004/03/17
Starting save was created using map:
http://www.heroesleague.ru/show/706/fat ... y[ToC].h4c.
Difficulty: 160% Expert.
Deadline: Day 1 Week 1 Month 2, i.e. you have one complete month and one day to prepare and accumulate an army.
Rules of the team round “Arena” are at: http://www.heroesleague.ru/century/tour ... &class=arn
You must name your save as your_NICK-your_TEAM.h4s and send it to hoher@heroesleague.ru till 2004/03/17
Armies of all members of the team combine into one final team-army. Players form their own armies so that when team-army is combined, there is no necessity to change formation of the armies.
The same creatures in the same slots will be summed up in the team-army.
For example:
Player1: slot-1: hero, slot-2..5: empty, slot-6: hero, slot-7: 5 titans;
Player2: slot-1..6: empty, slot-7: 25titans;
Player3: slot-1,6: empty, slot-2..5: heroes, slot-7: 5 titans;
Final team-army: slot-1..6 : heroes, slot-7: 35 titans.
In case of any slots do not coincide - the organizers reserve the right to remove any of them.
It is forbidden to take off or change artifacts, scrolls … in final team-army.
All bonuses from Power Ups or used portions will be carried into the final team-army.
You are required to do daily savings and keep them before the end of the next round. In case of accusing a player of unfair playing the **Council will request some of these saves.
Truly yours,
Hoher.
1st tour “Arena” lasts from 2004/03/04 to 2004/03/17
Starting save was created using map:
http://www.heroesleague.ru/show/706/fat ... y[ToC].h4c.
Difficulty: 160% Expert.
Deadline: Day 1 Week 1 Month 2, i.e. you have one complete month and one day to prepare and accumulate an army.
Rules of the team round “Arena” are at: http://www.heroesleague.ru/century/tour ... &class=arn
You must name your save as your_NICK-your_TEAM.h4s and send it to hoher@heroesleague.ru till 2004/03/17
Armies of all members of the team combine into one final team-army. Players form their own armies so that when team-army is combined, there is no necessity to change formation of the armies.
The same creatures in the same slots will be summed up in the team-army.
For example:
Player1: slot-1: hero, slot-2..5: empty, slot-6: hero, slot-7: 5 titans;
Player2: slot-1..6: empty, slot-7: 25titans;
Player3: slot-1,6: empty, slot-2..5: heroes, slot-7: 5 titans;
Final team-army: slot-1..6 : heroes, slot-7: 35 titans.
In case of any slots do not coincide - the organizers reserve the right to remove any of them.
It is forbidden to take off or change artifacts, scrolls … in final team-army.
All bonuses from Power Ups or used portions will be carried into the final team-army.
You are required to do daily savings and keep them before the end of the next round. In case of accusing a player of unfair playing the **Council will request some of these saves.
Truly yours,
Hoher.
quote:
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So how does this Arena tourney work?
Do we get immortality potions in final battle?
No artifacts are transferred? What do we get on heroes? What if we have 1 hero, or 6 heroes? Do we get more, less?
Or do we get only the potions we use before we send in?
Arangar
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Your heroes can have in backpack any arts, scrolls, potions and so on
All this object will be carry to "arena-save".
Also your heroes can drink any potions, like immo, cold, toughness, speed ... All this bonuses will be carry to arena-save too.
It dosn't matter how many heroes in army.
Army will carry in arena-save like copy/paste.
quote:
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in arena, why not all 3 play the final battle and best of 2 wins, instead of only the captain? it is more fun for all and avoids battle to be defined by luck.
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yes, if teams armies will be equaly strong, we can define winner as a result of 3 on-line battles on arena-save between each players.
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So how does this Arena tourney work?
Do we get immortality potions in final battle?
No artifacts are transferred? What do we get on heroes? What if we have 1 hero, or 6 heroes? Do we get more, less?
Or do we get only the potions we use before we send in?
Arangar
--------------------------------------------------------------------------------
Your heroes can have in backpack any arts, scrolls, potions and so on
All this object will be carry to "arena-save".
Also your heroes can drink any potions, like immo, cold, toughness, speed ... All this bonuses will be carry to arena-save too.
It dosn't matter how many heroes in army.
Army will carry in arena-save like copy/paste.
quote:
--------------------------------------------------------------------------------
in arena, why not all 3 play the final battle and best of 2 wins, instead of only the captain? it is more fun for all and avoids battle to be defined by luck.
--------------------------------------------------------------------------------
yes, if teams armies will be equaly strong, we can define winner as a result of 3 on-line battles on arena-save between each players.
About choosing map in online round.
in table of on-line round you see for example:
teacher / CMEPTb
that mean:
1) teacher will remove map from list first (CMEPTb will choose map).
2) CMEPTb will choose position on map (color).
3) CMEPTb will choose alligment first.
4) teacher will be host or if the game will be hosted by independent player - teacher will choose color, i.e. upper color will do turn early (like host).
in table of on-line round you see for example:
teacher / CMEPTb
that mean:
1) teacher will remove map from list first (CMEPTb will choose map).
2) CMEPTb will choose position on map (color).
3) CMEPTb will choose alligment first.
4) teacher will be host or if the game will be hosted by independent player - teacher will choose color, i.e. upper color will do turn early (like host).