
Heroes of Might & Magic VI - Page 17
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Fanta_Rules
Sweden669 Posts
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Shivaz
Canada1783 Posts
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Deleted User 124618
1142 Posts
*edit 2* YES! Got it to work. Had to restart computer, then it said "problem with ubisoft game launcher", I re-installed it and it worked! | ||
Firkraag8
Sweden1006 Posts
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GTR
51392 Posts
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fishbowl
United States1575 Posts
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Microchaton
France342 Posts
- meh graphics for a game released in late 2011 - meh voice-acting, underwhelming soundtrack compared to its predecessors - pretty good combat animations - awful townscreens, wtb fix - a lot of simplified/casualised stuff : you can recruit all your creatures (every city/dwelling...) in any city of your choice, no more crazy 10 heroes supply lines, you can RESTART every fight after a fight ends (whether you win or lose, in solo anyway), only one "rare" ressource left ("cristal"), land is divided in "regions" linked to a city/fort. Every mine/dwelling/random buildings are locked-linked to the fort owner and cannot be stolen unless the hero stays on it (some skills allow plunder/sabotage of the mines) - buildings in cities locked by "tiers", you need to upgrade the town hall to access to higher tiers. - a lot of new buildings in the adventure maps - units balance very changed, you get 3 tiers of units, 3 of tier 1, 3 of tier 2, one of tier 3. Some spell/skilsl mechanisms vary according to the tier of the targeted unit. Those "tier" units all have similar stats (with differences obviously but not as great as in homm3) but different roles/capacities. No more 3 hp units, the base "tier 1 units" have around 23-25 health and tend to die a lot less easily than usual. - New moral/luck system, pretty good in my opinion (morale triggers before the first action). Initiative system from homm5 kept. - same hero system as homm5 (hero can't be targeted but every turn can cast a spell/attack), with a new "special power" faction linked, with a ressource bar that grows according to different factors depending on the faction - Some very imbalanced things as of now (Inferno's special ressource is too random, vestals are way overpowered especially with high morale (stunlock). - No siege weapons except for the catapult. Even if you improve siege kills the catapult still fires at random locations and is way weaker than in previous games. - A lot less randomness in character specialisation, you can take your pick between a TON of abilities at every level up, whether normal/warrior/strategist skills or magic (spells or passive bonus), no more mage guild with random spells. 3 tiers unlocked at lvl 5 and 15 (you level a LOT slower than in previous games too, but late game fights give a shitton of xp) - interesting new "karma system", tears and blood, basically, if you're a nice pacifist guy or a warmonger. Not quite equal to evil/bad, and most skills/spells are related to blood/tears, you also unlock advanced classes for your hero if you get enough blood/tears "points" (awarded at most choices, and for many quests). It also gives you some passive bonus/active kills - Interesting "dynasty system", didn't get to try much, it's basically like the heirloom items in WoW, except there are skills too. - VERY good map editor, good hero creation tool. - So far, best "story" out of all HoMM games Final impression : Very solid homm6 game if you can get over the changes made, most homm3 hardcore will love it if they can get over the changes made. | ||
LynxLynx
Czech Republic38 Posts
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rastaban
United States2294 Posts
As for the townscreens I am pretty sure they have said they are working on a patch for that due to the public outcry against the current ones. I haven't tried multi-player yet I am hoping they have the concurrent turns in so they don't take forever. | ||
Deleted User 124618
1142 Posts
On October 14 2011 22:00 LynxLynx wrote: did someone solve the flickering cursor problem? Haven't found a solution yet ![]() Windows 7 Pro 64bit, Radeon HD 48xx, intel core duo 2,7ghz. Oh, and I play with windowed mode. | ||
CoFran
Canada342 Posts
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Microchaton
France342 Posts
For the flickering problems, try to change the refresh rate to 100 hz. Also patch 1.1 is supposed to fix some of those problems. | ||
Deleted User 124618
1142 Posts
On October 14 2011 22:23 CoFran wrote: thought I heard you have to enable v-sync? Tried enabling it, and I have also tried different refresh rates (and those in different combinations). Doesn't seem to work. | ||
OoFuzer
Chile436 Posts
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OoFuzer
Chile436 Posts
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Kralic
Canada2628 Posts
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Firkraag8
Sweden1006 Posts
On October 14 2011 21:07 Microchaton wrote: Summary of my impressions on the full game - meh graphics for a game released in late 2011 I have to disagree on this part, the graphics look and suit the game very well. Just like SC2 didn't have cutting edge graphics at release this doesn't either but that don't mean it doesn't look good. | ||
Gcubed
United States131 Posts
On October 14 2011 23:41 OoFuzer wrote: btw, on cdkeyshere, it costs 26 dollars. If you buy the key is it possible to DL the demo on steam and activate the full version through steam? | ||
pallad
Poland1958 Posts
![]() I really like it but necros are imo little OP right now , they can heal to much , ghost heal , heal spell , litch heals , racial combat skill heal . If you have good numebrs of vampires , and you heal them good , they are almost immortal | ||
Mavkar
Germany592 Posts
Makes the higher creatures feel less special. Also a bit disapointing, that everyone has a healer on tier 1. Love the hero skill trees. A lot of hard choices. Feel like there are less powerfull spells and with the cooldown mage heroes dont work as good on high levels, because you cant spam spells every round. Only playing campaing so far, so dont know about balance issues. Ghouls seem really strong and Marksman are the only units with a friendly fire so far, kinda dangerous. | ||
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