Tournament of the Century - The Heroes3 rules

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Chameleon
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10 дек 2003, 22:58Сообщение

Destination of this topic - discussion rules and schedule of the "Tournament of the Century" (Heroes3 version). In English, only.
CMEPTb, Little Angel of Death
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Alan Prost
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11 дек 2003, 12:24Сообщение

Here is preliminary reglament of tournament :

1) Participants of the Tournament:
The team of the Heroic Corner www.heroes.ag.ru
The team of the HeroesPortal www.heroesportal.net
The team of the HeroesLeague www.heroesleague.ru
The team of the Behemoth's Lair Empire www.heroes.net.pl
The team of the ArchangelCastle www.archangelcastle.com

2) Combats:

Participants of the Tournament will have to face each other in three different kinds of combat:

2.1) Online
2.2) Fastest conquer of the map.
2.3) Fight on the arena using the army gathered within the given limited time.

3) Teammates limit: the least number of teammates is 3, there is no upper bound. The team should have a captain authorized to solve disputable questions. He is responsible for training the team to the combat; he also chooses three players for each kind of battle.

4) Winner:

The player gains points for his team in each type of the battle.

===============================================
2.1. Online:

Each team picks three players to defend its honor in fights against other teams.
The battles are face to face. Each player is to stand four fights against one representative of an opposite team.
The lot is cast to find out the opposing parties. Each victory means 1 point to the team.
For example:
First round for teams first numbers
________Team:___________|BLE| AC_|HC_|HP_|HL_|
Behemoth's Lair Empire (BLE)|BLE|1___|1___|1__|1__|
ArchangelCastle (AC)______|0__|AC_|1____|1__|1__|
Heroic Corner (HC)_________|0__|0__|HC__|1__|1__|
HeroesPortal (HP)__________|0__|0__|0___|HP_|1__|
HeroesLeague (HL)_________|0__|0__|0___|0__|HL_|

Four rounds needed. (Becouse I belive 1 point in on-line is more than
1 point in off-line)

Here is a little disclaimer:
To avoid arguments and accusations of some team using the map it had mastered (cause i gather that they gonna beat the hell out of organizers in such a case) I decided that it would be more fair to make several rounds in offline part of the tournament. The number of rounds is equal to the number of participants minus one. One team is not participating in one round, but it makes maps and saves for this round and judges it. And that is the reason to have the same number of rounds in online competition.

Summing up: maximum possible score for online fights for one team is 12*4 = 48 points (by 5 teams),
total of points – 30*4=120.
===============================================

2.2. Fastest conquer of the map:

Each team picks three players. Then the 3 groups of four opposing players from different teams are formed. And the fifth team is organizier of the round. 5-th team provide three maps and saves and send it to three groups - for N1 Players, N2 Players and N3 Players.
Each group is sent a save, where the players should defeat all computer players within the shortest possible time term. The winner of the group gets 3 points, the second best player – 2 point, the 3-d - 1 point.
Five rounds needed: BLE-round (BLE-team is free in this round), AC-round, HC-round, HP-round and HL-round.
Summing up: maximum possible score for 1 team is 36 points, total of points - 72.

==============================================

2.3. Arena battle: (in progress)

==============================================

Time term of the team tournament and rules and maps will be specified after it will be agreed with all the parties concerned.
If the tournament is interesting for you, feel free to offer your scheme of competition, the one your players are best at, and it will be included into the tournament. These rules are just a project of the future rules. We can discuss any changes if you want to take part in our tournament but you don’t like some rules.

We can discuss everything right here in this Forum
Не уверен - не обгоняй:)

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Alan Prost
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8 янв 2004, 12:16Сообщение

Organization of the Tournament of the Century, as of 05.01.04.

Dear colleagues!

1. General questions:

1.1. The entry list:

Drawing the line under the participating teams:

6 teams have confirmed their participation. I believe we will stop here.

ArchangelCastle - AC-team
Behemoth's Lair Empire - BLE-team
HeroesLeague - HL-team
HeroesPortal - HP-team
Heroic Corner - HC-team
Tournament of Honor - ToH-team

Here is the answer from CelestialHeavens:

Hi Alan,

I don't think Celestial Heavens will be able to participate in the
tournament, sorry. Finding players that we can trust (we sure don't want to
be associated to a cheating incident!) will be time consuming and time is
definitely something we lack these days. Our forums are visited by
mapmakers and people who play single-player games mostly anyway.

However, I will gladly cover the competition in my news. Just email us
standings, significant victories and announcements and we will post them.
This should be an interesting tournament. Good luck.

Angelspit
Celestial Heavens

The German (DrachenWald) team never replied.


1.2. Entry list and the rules of application.
(the answer is very detailed, as there were a lot of questions and I still don’t gather whether we all understand these moments in a similar way or not)

Each participating team forms up to three sub teams, depending on what parts of Heroes it is going to fight (i.e. HoMM2, 3, or 4). Each sub team has a captain of its own. Of course, one and the same player can play in different sub teams. For example:

Entry list of ArchangelCastle team
_________________________________________________
ACteam HoMM2....|ACteam HoMM3......| ACteam HoMM4
_________________________________________________
Winnie the Pooh....|Winnie the Pooh.....|Winnie the Pooh
Ivanov.................|Smith....................|Einstein
Petrov..................|Wesson.................|Curi
Sidorov................|Makarov................|Debroil
………....................|Mauser..................|Boyle
...........................|……….....................|Mariott
L.de Funes as capt.|J.P. Belmondo as c.|B.Willis as captain
_________________________________________________

Each team submits the list of the sub teams’ players to the organizing committee not later than 2? days prior to the start of the tournament. Changes of the initial list during the tournament are not allowed. (Please enlist all the players planned to participate even if this or that player will not play a single game in the tournament).
Required information about a player – nickname and e-mail.
Extended information on a player is desirable – his achievements, rating, town of residence, interests, age, etc.
We need this to better cover the tournament on the net. It is also desirable to have the information about the resource the team presents, in order to better cover the team.

There will be several types of competitions for each part of HoMM (what are they and their rules are discussed). The team is free to decide what types of competitions to participate. No compulsions here :)
Some competitions will consist of several tours.
Not later that 24 hours prior to the beginning of each tour the captain of a team submits a list of players to the organizing committee. It is forbidden to substitute players in the run of the tour.

Sample of the list of players for a tour:

Entry list of the AC-team for HoMM3,
3rd tour of the online competition.

Number..|Player
1...........|Wesson
2...........|Makarov
3...........|Mauser

Entry list of the AC-team for HoMM3,
4th tour of the online competition.

Number...|Player
1............|Smith
2............|Makarov
3............|Mauser

Attention:
- The entry list for a tour should have precisely 3 players with who is the 1st (usually the strongest), 2nd and 3rd indicated;
- The captain of a team is not obliges to participate. His task is to assign his players to competitions in a right way and to submit the lists to the organizing committee. He also acts as a plenipotentiary of his team should any disputes, mistakes of judges, misunderstandings, etc. occur.


E-mails to send applications to:
Opinion of HL-team - 2 independent e-mail addresses at least:
1-th address - alan@heroesleague.ru and/or hoher@heroesleague.ru
2-nd address - ?


E-mails to send list of players for a tour
Opinion of HL-team - 2 independent e-mail addresses at least:
for HoMM2:
1-th genius@heroesleague.ru or cmeptb@heroesleague.ru;
2-nd address - ?
for HoMM3:
alan@heroesleague.ru;
2-nd address - ?
for HoMM4
hoher@heroesleague.ru for HoMM4.
2-nd address - ?

Miscellaneous matters (to keep you informed):

LaBoule (HC-team) has contacted UbiSoft and required the company to support the tournamebt with prizes.
Hoher (HL-team) has contacted Buka (the official localizer of HoMM in CIS) with the same purpose.

HoMM3
There is a delay in discussion of the regulations and rules; the parties concerned are not yet actively consulting each other with the aim to find common grounds to start from.
1. Online

There was a discussion “random vs fixed”. It was decided to play on the fixed maps. To make things balanced while using generated random maps the restart rule is usually applied. It usually takes a strong player at least an hour to restart, more often – 3-4 hours (judging by LAN competitions). And the judge is right here in such a case – it’ll take him a minute to check both players and see if the objective restart has happened. And when playing via the net such procedure will take 5 fold more time. (And if the player is weak, as he doesn’t understand what he is doing, or simply does not care about it, come-what-may type, such a guy can agree to play without restarts. But such players are better to be kept off the team :)). The organizers cannot recommend the rules obliging players to spent 24 hours playing without a stop. That is why fixed maps will be used, sized M and a couple L, as an exclusion. The 1st variant of the regulations and rules will be issued the next week. It is advisable that each team gives 10 maps, and together we will pick 7-9 maps for the tournament out of the pack.
Reglament and rules coming soon.

2. Tempo-online
In accordance with the clauses 1-3 of our aims (see the previous letter) the BLE – team have offered a type of the online competition which will be included into the HoMM3 part of the tournament. The type is called Tempo-online, or Tactical Tempo-online. The type will be played only in HoMM3, thus adding another competition to the HoMM3 part of the tournament and making it consist of 4 types. The type offered is not time-consuming.

So. The game is played online, on a special map.
There are two random castles in the beginning; they are just furniture, as nothing can be developed there, but the mage guild is already fully developed. A random hero of each party can grab the neighboring resources and start thinking “Might or Magic?”. He sees 3 piles with 6 minor artifacts (ART3). All the 18 artifacts are generated at random. But it is possible to take just one pile. Having taken the pile he considered best and visited the Pandora box giving experience points enough to raise 14 levels, he starts to figure which way to choose? All the silly and non-combat secondary skills are turned off in the settings of the map, but the development scheme of the hero is still a random one, as there are still more than 8 skills left.
Depending on the scheme and on the type of hero, might or magic is chosen. The resources gained at the start and not yet wasted allow the hero to open some other hidden places with quest barriers. The method of “picking one out of a set” is utilized here as well. In the end the hero arrives at 9 garrisons with troops. Each garrison has troops of one type of castle: 10-12 creatures of the 7th level, number is growing with each level – thus we have 359 1st level creatures. The troops can be taken from the garrison. This will be the army of the hero. It is just needed to pick 1 out of 9. Then there is a chance to upgrade one of the primary skills, look at the bottom of the well standing in front of the one-way teleport – and jump to the meadow, where your opponent is about to arrive to.

BLE-team is preparing the English-speaking rules and the map.

3. Speediest conquer of the map (offline)
coming soon
4. Training the hero and the army for the arena battle (offline)
coming soon
Не уверен - не обгоняй:)

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Alan Prost
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31 янв 2004, 16:15Сообщение

Tournament of the century
HoMM 3
Competition type 2.4.
Arena battle, using the army gathered within a limited period of time (scheme of HeroesLeague, - offline)

1. General provisions:

1.1. The offline scheme of playing was developed by the HeroesLeague (HLoffline) with the aim to involve those loving single play and offline game into the system of tournaments providing the excitement and the atmosphere of an online competition and at the same time avoiding the drawbacks of online, such as:
- imbalance of the artifacts, spells and castles the players get;
- Possibility (or should I say impossibility) of Internet access, connection quality and cost;
- necessity to find the time when both players can play; the greatness of the time span spent for a game. At that the half of the charged time is passive (when your opponent makes his turn), and 90% of the time is spent on fighting the NPCs.
1.2. It is obvious that having removed the above mentioned drawbacks we have also lost the most important advantages of online which provoke adrenalin rush :):
- unexpected appearances of the opponent’s forces in the rear;
- rush;
- hit&run;
- unpredictability of battles with non-player monsters
- and other stuff.
However, the 1.5 year experience of conducting HoMM 2, 3, 4 offline tournaments has proved its vitality. We have managed to attract many new players not able to participate in the network competitions before. (lack of time, money, connection quality)
1.3. The principle of HLoffline:
- contestants get a start save (same for everyone) where the contestants are given the same color. Thus the players have the absolutely similar potential set of artifacts, castles, spells in the magic guilds and in the external temples;
- together with the save the players are sent the goal – they should develop a Hero (train him primary and secondary skills), equip him with artifacts and gather the army within the limited period of time (for example up to 1 month, 3 week, 6 days);
- within the timeframe given (usually 1 or 2 weeks) both players, being in completely identical conditions (ideal balance) play through the save offline. Each player plays whenever he/she wants. (Eh! :) Alas, many good players were lost because of job, wives, children! ;))
- playing the save, the player is trying to develop the Hero in an optimal and at the same time unexpected for the rival way. By the last playing day the player should buy the army and transfer it to the Hero he/she is going to present in the final battle against the rival, and to equip this Hero with the artifacts. Auxiliary heroes should be dismissed or hidden;
- the save of the last playing day is the final one, it is send by both contestants to the organizers of the competition. The organizers move the Heroes from the saves to the special map called the Arena and clash the armies there to find out who is the winner.

2. The games are held using the Shadow of Death 3.2.
3. The regulations and the time schedule of the tours will be provided in the separate documents.
4. One tour lasts 2 weeks, there are 5 tours, so the competition lasts 10 weeks, or 2.5 months.
5. The committee of organizers and judges sends the initial saves to the contestants in accordance with the schedule of the tours; the schedule has the information about the time frames of the tours and about the players. The cover note has the time limits information, for example 45 game days (turns). i.e. up to the 3rd day of the 3rd week of the 2nd months inclusive. The player should send the letter notifying the fact that he/she has received the initial save in the run 2 days.
6. Each player sends the final save to the committee of organizers and judges before the end of the tour. The deadline for sending the saves - 12-00 MET (middle European time) of the last day of the tour. Should the player fail to send the save or be late to do it he/she is considered to loose the game. The organizers should notify the players on reception of the final save.
7. The offline competitions tournament use the same maps as the online ones, but slightly modified. The maps will be introduced beforehand for the players could see and study them before the tournament.
8. It is forbidden to use cheats, game bugs, crack saves or manipulate the computer players in the hot-seat mode when playing the game for the tournament. The one who uses the forbidden tricks will be disqualified and kicked out of the competition. It is allowed to use standard cheat codes (nwc……) to explore the save in the beginning (the judges have no way to learn about it anyway ;)). But after the exploration the player must reload the start save and begin the game, and after using nwczion cheat code the game should be reinstalled. The list of bugs and cheats forbidden to use is given below:
8.1. Hero without any monster;
8.2. Double cast (if not SoD 3.2 used);
8.3. Hero dismiss and than this Hero buying in tavern;
8.4. Using “Week +5 any monster” and “Month double monster” by “save/load” method;
9. Grail can be dug out ONLY if ALL obelisks have been visited. After the Grail has been dug out the game is to be saved and sent together with final save.
10. Rules of making a final save:

10.1. The final save should have just one Hero on the adventure map, the main Hero of the player. All the other heroes should be either dismissed or hidden in the castles. If the map has two or more Heroes present the organizers reserve the right to choose the one for the arena battle at discretion. The Hero a player has in the start save can not be the Hero of the player’s final save.
10.2. The monsters are dispatched and the Hero is equipped with artifacts by the player in the final save. Positions of monsters and redistribution of artifacts is not performed when the Hero is placed on the Arena. Before the battle the player should visit the objects granting temporal bonuses and ensure the manna reserve. The Hero put on the Arena will have the manna reserve and the moral and luck figures as he had in the final save of the player.
10.3. The final save should be named by the player after a certain scheme:
NameteamNumberplayer_Numbertour_Nickname.gm1, where:
Nameteam – name of the team;
Numberplayer – number of the player as in the Teamlist for a tour
Numbertour - number of the tour as in the tournament calendar
For example:
Final Save for N3 player from AC-team in the first tour is
AC-team3_1tour_MickeyMaus.gm1
10.4. It is advisable that the players send their recommendations on making the final battle together with the final save. This will make it easier for the organizers to find the winner, as at the first glance they might not be able to see what the player has in stock and how he thought the battle would go.
10.5. If the game time limit is exceeded the game is considered to be lost. (for example, the player used 60 game days instead of 45 stated by the instructions).
10.6. If the final save of a player cannot be opened by SOD 3.2. version the game is considered to be lost. Attention! The save can refuse to open due to the e-mailing problems, like incomplete send. Before notifying the player on the save reception the judges must check if the save can be opened.
10.7. Attention! The Tournament of the Century regulations stipulates that a player should make saves of each game day and store them at his/her computer!!! It is like writing down each turn in chess games at the serious tournaments. The saves must be presented on request of the opponent and judges. Misconnections in the game day saves will be considered to be cheating and the player will loose the game!! The saves should be stored for 16 days after the results of the tour have been summed up.
11. The Arena is an S map with only three players on it: red, blue and green. The red is the color of the offending player, blue is the one of the defending player. Who is offending and who is defending is stipulated according to the position of the players in the tournament. The green is the color of the judge. It is not recommended to attack the judge .
12. The final battle is carried out by the referees chosen from expert players with good reputation.
13. Those specially assigned players then carry out an odd number of battles (five is better. Odd number of battles because random terms of the battle, such as “blind” due to unicorns, magic resist and so on) using one and the same save file on Arena in hot seat mode (single player mode is not allowed) doing the strongest moves for both sides. Then they send the results to the referee whose responsibility to generalize the results and to appoint the winner. The winner is the one having over 50% of won battles in all the matches played by the specially assigned players. The results of these hot seat battles need to be sent to the referee not later than 2 days after last day of the tour. Both players who sent the saves also play final battle and sent the results. In case the rivals are evidently not equal they can name the winner themselves without third parties help.
For example:
13.1. Duel Player1 vs Player2:
Summing up:
Player1 -> 5:0
Player2 -> 1:4
Referee1-> 5:0
Referee2-> 4:1
Referee3-> 5:0
Total -> 20:5 -> Player1 is a winner!

13.1. Duel Player1 vs Player2:
Summing up:
Player1 -> 5:0
Player2 -> 0:5
Referee1-> 5:0
Referee2-> 4:1
Referee3-> 0:5
Total -> 14:11 -> There is a draw. Some additional players can be involved to judge, and/or number of battles can be increased.
Не уверен - не обгоняй:)

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Alan Prost
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31 янв 2004, 16:18Сообщение

3. Speediest conquer of the map (offline)

Each team picks three players. Then the 3 groups of five opposing players from different teams are formed. And the 6-th team is organizer of the round. 6-th team provide three maps and saves and send it to three groups - for N1 Players-group, N2 Players-group and N3 Players-group.
Each group is sent a save, where the players should defeat all computer players within the shortest possible time term. The winner of the group gets 1 place (gold medal), the second best player – 2 place (silver medal), the 3-d – 3-d place (bronze medal).
Six rounds needed: BLE-round (BLE-team is free in this round), AC-round, HC-round, HP-round, HL-round and ToH-round. Every round lasts 10 days.

Speediest conquer of the map (offline) - rules.

Difficulty: Impossible (200%)
Size L or XL with underground.


***Attention!***
Dont forget to save your game every turn!

Rules:

0. Honor!

1. The committee of organizers of the tour sends the initial saves and map (for previous scouting) to the contestants in accordance with the schedule of the tours. Players receive identical starting files. The deadline for sending the initial saves - 12-00 MET (middle European time) of the first day of the tour. Thus, the players are given an opportunity to play during 10 days.
1.1. Each player sends the final save to the committee of organizers before the end of the tour. The deadline for sending the saves - 12-00 MET of the last day of the tour. Should the player fail to send the save or be late to do it he/she is considered to loose the game. The organizers should notify the players on reception of the final save.
1.2. The final save should be named by the player after a certain scheme:
Nameteam_Numberplayer_Numbertour_Nickname.gm1, where:
Nameteam – name of the team;
Numberplayer – number of the player as in the Teamlist for a tour
Numbertour - number of the tour as in the tournament calendar
For example:
Final Save for N3 player from AC-team in the BLE-round is
AC-team_3_BLE-round_MickeyMaus.gm1
1.3. The final save should be saved by the player before the last battle. If the organizers load the final save and use Autocombat mode, they will reach end of the game without problems!!! If the final battle is a difficult task – the player should send his owner clear description of the final battle.

2. The player defeated the victory conditions within the shortest possible time term (turns) – is a winner. In case on equal time terms (turns) the player with the maximum score – is a winner.
For example:
2.1. Player1 has 34 days (2m-1w-6d) and 444 score. Player2 has 36 days (2m-2w-1d) and 494 score.
Player1 is a winner!
2.2. Player1 has 34 days (2m-1w-6d) and 444 score. Player2 has 34 days (2m-1w-6d) and 494 score.
Player2 is a winner!

3. It is forbidden to use cheats, game bugs, crack saves or manipulate the computer players in the hot-seat mode when playing the game for the tournament. The one who uses the forbidden tricks will be disqualified and kicked out of the competition. It is allowed to use standard cheat codes (nwc……) to explore the save in the beginning (the judges have no way to learn about it anyway ;)). But after the exploration the player must reload the start save and begin the game, and after using nwczion cheat code the game should be reinstarted. The list of bugs and cheats forbidden to use is given below:
3.1. Hero without any monster;
3.2. Double cast (if not SoD 3.2 used);
3.3. Hero dismiss and than this Hero buying in tavern;
3.4. Using “Week +5 any monster” and “Month double monster” by “save/load” method;

4. Grail can be dug out ONLY if ALL obelisks have been visited. After the Grail has been dug out the game is to be saved and sent together with final save.
Не уверен - не обгоняй:)

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