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Старый 12.03.2010, 13:59
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Pit for LM
 
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Регистрация: 09.03.2008
Адрес: Москва
Сообщения: 3038
1814
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Re: [ОБСУЖДЕНИЕ] Новый межпортал

Правила HW для 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, Magic Guild 5 level for 5-level magic and Magic Guild 3 level for Thant. 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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