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Re: Правила online игр в Герои III и сезонного Рейтингового турнира

II. The all-templates common rules. (Online games, SoD-version).
This section consists of rules, which are common for all templates. During a concrete game, it is necessary to read the rules to realise the special rules for each template, the game is played on. (Section III).

1. Restarts. Below there are situations which give an opportunity to the player to start a new game, using a map-regeneration.

1.1. The obligatory restart must be taken. The players must check the generated map for the absence of the necessity of taking an obligatory restart immediately after map generation and take the obligatory restart pending 1 minute in following cases:
– The experience-level of starting hero differs from the first one.
- The starting town of the player or a PC-player is absent.
- There are no roads from the starting castle.
- The Main Guard is generated in a way, you can't live your starting town without the battle against the Main Guard.

1.2. First meeting restart until 115-116-117 including for fast-middle-slow roads correspondingly.
Meeting is the direct contact between opponents, it means any fight between them (between to heroes, with garrison of the tom or the mine of opponent) or capture of empty town without fighting. When the meeting takes place in the process of Simultaneous Turns option, players are obliged to load the save and replay turns without Simultaneous Turns option and if the meeting without Simultaneous Turns option didn’t take place, the game continues.
If the meeting takes place in fixed time, any of the players has a right to ask for the restart after the battle immediately.
If both players don't want to use this option, the game continues. The other meetings of this generation don't give the right to take a meeting restart.
After the first meeting restart the terms for another meeting restart are shortened for 1 game day, it means that the next meeting restart can be taken not later than on day114-115-116 for fast, middle and slow roads correspondingly. The terms of third and fourth meeting restarts are shortened for 1 day more including days 113-114-115 for fast, middle and slow roads correspondingly.

1.3. The Subjective restarts.
Each player has right to take a restart or restarts not later then he finishes his turn without any explanations. It is possible to take 3 restarts on the first game day (111+111+111), or 2 restarts on the first and second game days (111+112 or 112+111), or 1 restart on the third game day (113).

1.4. Each player has the right to take a restart if only one road, leading to the Main Guard is generated and there are no any other roads. This rule is suitable for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). The restart can be taken on the day of realising this fact, but not later than day 115.
If the player has subjective restarts, one of them is spent in such a situation for example on day 114 111 must be taken.
If the player doesn't have any subjective restarts and finds out only one road, leading to the Main Guard, it is possible to take an extra restart.

1.5. The Strong-block restart including 112 day.
Block is the powerful guide of something, which it is impossible to kill without fatal loses on the concrete map-generation.
The restart can be taken according to the wish of a player, who has such a block, which separates the starting town from the main part of starting respawn, and doesn't give an opportunity of development before the block, when it is impossible to pass it round.
It is the player, who valuates the power of the block first, then the opponent does it. When the players have disagreement, they ask the moderator/judge or appeal commission for help.
If the player has subjective restarts, it is necessary to take one of them. For example on day 112, day 111 must be taken.
If the player doesn't have any subjective restarts, it is possible to take an extra restart.

2. Allowed actions, prohibitions and restriction.

2.1.1. On all templates XL+U red-rush is forbidden: the player, marked red, isn't allowed to attack on the first day of every new week, using gained army. Gained army is the army, which appears on the first day of every new week in the towns and villages or the player, marked red, and the caprured towns and villages of the player, marked blue, and other PC-players. It is forbidden for the player, marked red, to attack, using the army, bought on the first day of every new week:
а) The towns of the player, marked blue, even if it isn't guarded;
б) Heroes and guarded mines of the player, marked blue, if the presence of new army has influence on the result of the battle or loses of each player.
2.1.2. The Red-rush doesn't work when heroes of the players are on the different sides of Portals or Subterranean Gate, if the player, markd red, doesn't see where the player, marked blue, is.
2.1.3. If it is necessary to differ the old army from the gained army (it was united by the heroes or in the town), it is considered, that in the battle agains neutrals, the gained army dies.
The army considered "gained" until it wasn't mixed with the old army, the loses of the old army aren't taken into account.
2.1.4. The rule of blue-rush, tan-rush and etc.is used concequently if more than 2 players take part in on game.
The army of the ally is concidered as gained army in allied game.
2.1.5 In case of trading for color, Red-Rush is allowed on any templates.
Specifications and examples of red-rush.

2.2. Hit-and-run is forbidden: The hero, attacking the hero of opponent, has no right to run awy in the first round of the battle if any kind of magic was used, by this hero. This restriction doesn't work for the defending hero.

2.3. It is forbidden to take neutrals who want to join the army. It is necessary to kill them or let them run away.
The diplomacy is allowed only to make the pay off cheaper or decreese the necessary level of using the Liblary.
Specifications about diplomacy.

2.4. The Dimension Door spell:
- on each template, except XL+U templates, each hero can use this spell only once a day.
- on XL+U templates it is allowed to use the Dimencion Door spell two times, having expert air magic.

2.5. It is forbidden to use Запрещено посещать Cartographer and Hill Forts.

2.6. Zone-crossings.
A definite crossing between zones is a space between the obstackles, creating the zone-borders, which a hero can use in order to enter another zone. In the real game situation more than one crossings are possible, even if the scheme shows, that that the only one crossing is available.
For each template, except XL+U templates:
2.6.1. In order to enter any other zone it is necessary to kill the space-guard. If there are several guards, it is enough to kill only one of them according to the player's choice.
2.6.2. It is allowed to enter the guarded zone for killing its guard if the player needs one action for both activities without any intermediate stoppings, overnight stayings and other possible actions (taking resources, artifacts and visiting other buildings) in the guarded zone.
2.6.3. It is allowed to enter a guarded zone in order to visit objects, which belong to the zone where the hero is located.
2.6.4. It is allowed to kill only entrance guard, when the player goes through a Portal or Subterranian Gate.
2.6.5. If the space guard is absent, it is allowed to enter another zone.
2.6.6. It is allowed to enter another zone with the help of artifact Angel's Wings, spells Dimencion Door and Flight without killing its guard.
2.6.7. It is allowed to pass the space between the zones without killing its guard in following cases:
- The hero has already killed it;
- The player knows, that the opponent has already killed it or used this space;
- There areanother facts, showing the guard was killed.
On XL+U templates and Diamond template it is allowed to use the spaces without killing their shifted guards. It is also allowed to use the artifact Angel's Wings and spells Dimencion Door and Flight, without killing the guards.

2.7. Object visiting and taking of resources and artifacts.
Object visiting is understood as its entering and taking of its correspornding bonus.
Objects and other thing of the map are guarded as a rule. Its is possible when more than one object is guarded by the same guard of neutral monsters. In such a situation touch each other at least in one square and at least one of the objects touches the guarding monsters at least in one square. If there is a possibility to take or visit at least one of the guarding objects, the guard is called shifted.
Some of objects, such as The Crypt, The Griffins Conservatory, The Hive, The Dwarvs' Treasury and the Dwells of Monsters from 5 to 7 level also have the inner guard.
2.7.1. It is allowed to place the hero in the object's gate, without killing its guard if it has the inner guard.
2.7.2. It is allowed to get bonuses from Mystical Garden, Water and Wind Mills, Leans to, take the Treasure chests, Campfires and take resources from the shifted guard without killing their guards and also with the help of artifact Angel's Wings and spells Dimencion Door and Flight.
2.7.3. Before:
- placing the hero in the object's gate and visit any object without inner guard, except objects, named in paragraph 2.7.2;
- entering any object, having inner guard in order to fight the guard and get the corresponding bonus;
- take Pandora's box, a Spell Scroll or an Фrtifact
using any way, including the help of artifact Angel's Wings and spells Dimencion Door and Flight it is necessary to kill the guard.
2.7.4. Border Guard is equal to the guard of object or thing and it is forbidden to take Pandora's boxes, Spell Scrolls, artifacts and other objects (except the objects, described in 2.7.2) without visiting the corresponding Keymaster's tent.

2.8. the town restrictions.
2.8.1. It is forbidden to upgrade the units of 1,6 and 7 level in the Conflux town.
2.8.2. In the Necropolis town it is forbidden to build Necromancy Amplifier.
It is forbidden to choose Galtran as a starting hero, but it is allowed to develop this hero, playing any town, if player gets Galtran from the tavern.
2.8.3. If the PC-player upgrated units of the 1, 6 and 7 level in Conflux or units of 4 level in Necropolis towns, it is forbidden to upgrade the units of player's army or buy upgrated units. In case the Necromancy Amplifier is built, it is forbidden to upgrade vampires, but it is not necessary to dismiss extra skeletons.
2.8.4 Castle restrictions. For Conflux paragraph is added:
Graal digging is remained. But it is necessary to build the corresponding level of Magic Guild in any of the controlled towns to use its bonus for Conflux (by analogy to rule of using magic scrolls but for each level of magic). It is possible to choose any staring hero for Conflux on Jebus Cross template.

2.9. It is forbidden to unite parts of the Cloak of the Undead King artifact. It is allowed to unte parts of others prefabricated artifacts.

2.10. Isra and Vidomina restrictions.
2.10.1. It is forbidden for Isra and Vidomina to develop the skill Necromancy to the expert level until all other skills have been developed or with the help of Scholar. In this case there are no any restrictions to use these heroes.
2.10.2. If Isra and Vidomina get the expert necromancy by the way, different from one, described in the Paragraph 2.10.1, they can only attack monsters with the following surrender or farming. They also can't use
2.10.3. Izra and Vydomina, resqued from the prison and having expert necromancy, can be used only on the day they have been rescued. The using of Shackles of War by these heroes is restricted by Paragraph 2.10.2.

2.11.It is allowed to use The Spell Scrolls of 4 and 5 levels only after building of corresponding level of Magic Guild in any town or from the moment of getting control over the castle where the corresponding level of Magic Guild has been built.

Commentar.

2.12. Bugs:
2.12.1. It is forbidden to by and sell artifacts or spell scrolls, using Artefact Merchants in towns Tower, Conflux and Dungeon if the price differs from their real price (Corrected by HD-mode).
2.12.2. It is forbidden to use the bug, which allows to watch the opponent's hero.
2.12.3. It is forbidden to use hero without army (at least one unit must be in the armyof any hero. It is allowed to take the army of the hero before the discharge.
2.12.4. It is forbidden to use Admiral's Hat in order to get extra move points using multiple boarding and dropping off the hero from the boat.
2.12.5. The everyday Graal’s digging bug is forbidden. It is forbidden to dig Graal if the hero has made any movements on current day.
Commentar.

2.13 Mirror templates.
Paragraph for mirror templates is added.

Mirror templates: h3dm1 и mt-diamond
Map settings options: map size is L+U, number of players is 2; number of AI players is 0 for h3dm1; 6 for mt_diamond, Number of allies is 0; Water is absent; Power of monsters is average; Difficulty is 160%,
Chess timer is (21:00+08:00+01:15).
Roads are middle.
Addictions:
- Starting towns are always identical.
- Middle/fast roads restarts is taken according to the wish at least of one of the Players immediately after map generation.
- There is only one subjective restart (111).
Addiction:
It is impossible to pass the shifted guards between zones on h3dm1 template, it is possible to pass the shifted guards between zones on mt_diamond template.
2.14. Unforbidden or unrestricted actions are allowed.

4. Color and town choice.
4.3. Trading choice.
At the time of game creation the host generates a random pair of towns. After that the players call the sum which they are ready to pay to the opponent for the right to choose the town first. Minimal step of trade is 100 coins. The same situation is with the color choice. The total sum of coins (for the town and the color) the player sends to the opponent before starting of the game. When the host generates a pair of the same towns, the trade is held for the right to choose the starting hero first. Then the trade for the color takes place.
Each of the players has the right to regenerate the random pair of the towns once according to the wish, paying 500 coins to opponent. This time the player who pays 500 coins has the right to ban the generation of one of the towns.
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