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Heroes of Might & Magic VI - Page 19

Forum Index > General Games
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Shivaz
Profile Blog Joined March 2009
Canada1783 Posts
October 15 2011 18:18 GMT
#361
hm the campaign enemy ai and monster stacks gets big pretty fast, i am on the 2nd anton mission and already seeing neutral stacks of Zounds and stuff :o
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
October 15 2011 19:43 GMT
#362
I think having wow style talent trees is actually a great addition to the way heroes are built. The randomisation from the last games just didn't fit. The amount of customization you can use with each of your heroes is actually really impressive.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-10-15 20:12:22
October 15 2011 20:12 GMT
#363
I think I have a bug: I can't unlock any of the bronze traits. Even when it shows I am bronze rank.
Serashin
Profile Joined November 2010
235 Posts
October 15 2011 20:25 GMT
#364
to bad that such long patience games cant be made a eSport ^^ , makes it hard to get realy interesting games going , but nevertheless its finaly there time to nerd it o.O.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Butcherski
Profile Joined April 2010
Poland446 Posts
October 15 2011 20:54 GMT
#365
Wow i have to give props to the art devs for all their work. The unit design and animation are simply awesome and several levels above homm5. Im playing the third mission in the second campaign and i can already tell how diverse and unique all the factions are.
"Well Tasteless, i once met a three-toed sloth with good marauder control " - Artosis
bobblify
Profile Joined May 2010
Finland46 Posts
October 16 2011 15:51 GMT
#366
So has anyone tried multiplayer yet? The game really seems interesting, but I'd really love to be able to play with some friends too (3-4 players I guess).
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
October 16 2011 20:49 GMT
#367
Meh, quite surprised to see such positive comments in this thread, I expected it to be a shitfest personally. So I won't ruin it for you guys with a long winded rant then.

(yeah, I've tried the game and )
Synwave
Profile Joined July 2009
United States2803 Posts
October 16 2011 21:10 GMT
#368
On October 17 2011 00:51 bobblify wrote:
So has anyone tried multiplayer yet? The game really seems interesting, but I'd really love to be able to play with some friends too (3-4 players I guess).

Yeah me and some friends have our 2nd game going so far, its pretty fun multiplayer but I would only play it with buddies on skype to be honest.

The campaign is pretty interesting and thank god they went back to vocal/text instead of those aweful cut scenes with fake animations from homm5. Overall Im loving this game!
♞Nerdrage is the cause of global warming♞
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2011-10-17 00:49:20
October 17 2011 00:46 GMT
#369
On October 17 2011 05:49 Talin wrote:
Meh, quite surprised to see such positive comments in this thread, I expected it to be a shitfest personally. So I won't ruin it for you guys with a long winded rant then.

(yeah, I've tried the game and )



I'd kinda like to hear it just for even-handedness. We're all mature, nobody is going to bash you. Town conversion and lack of resources are definitely a detriment I think.

One thing I'd be surprised if anyone complained about would be the story. HOMM5 may have had relatively good gameplay, but jesus christ the story, voice acting, cinematics, and characters were god awful. Homm6 is a little campy, and it's no Dragon Age or anything, but it's a huge step up story wise.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Shivaz
Profile Blog Joined March 2009
Canada1783 Posts
October 17 2011 01:05 GMT
#370
anyone have problem with imperial griffon special ability (the 2 columns of squares attack), i never get it to actually hit. The normal griffon i just click on target and it works. Is it bugged or i am doing it wrong?
ComTrav
Profile Joined April 2010
United States1093 Posts
October 17 2011 04:44 GMT
#371
So I bought this off Steam, tried playing it, and got a message that the game couldn't play because the MFC71.dll file was missing. I tried deleting local content and re-installing but got the same issue. Does anyone know how to fix this?

(I asked Ubisoft tech support this question, but I know TL will be, like, 10x faster and better.)
Synwave
Profile Joined July 2009
United States2803 Posts
October 17 2011 05:09 GMT
#372
On October 17 2011 13:44 ComTrav wrote:
So I bought this off Steam, tried playing it, and got a message that the game couldn't play because the MFC71.dll file was missing. I tried deleting local content and re-installing but got the same issue. Does anyone know how to fix this?

(I asked Ubisoft tech support this question, but I know TL will be, like, 10x faster and better.)

Pretty easy, dont use a crack of the game.
♞Nerdrage is the cause of global warming♞
keV.
Profile Blog Joined February 2009
United States3214 Posts
October 17 2011 05:30 GMT
#373
I'm a huge fan of the series and I've logged many hours into previous titles. Pretty happy with 6. I think they recaptured some of the reasons why HOMM3 was so good. Enjoying it so far. A small monster/race roster is the only problem I have with it thus far. The new hero leveling system is surprisingly in-depth and allows for many different strategies in combat. Loving the Sanctuary race, I'm expecting some form of Tower to be added in future expansions as air magic is the only magic not directly covered.

It's good fun.
"brevity is the soul of wit" - William Shakesman
Ajunta
Profile Joined October 2010
Germany522 Posts
October 17 2011 10:11 GMT
#374
I'm loving the game so far. Haven't touched the campaign yet, so no idea about the story but I've been rocking the hotseat for 2 days now with my brother ...just like we did 10 years ago with HOMM 2 :D

The only problem I see are the maps ...well there aren't too many yet. Also "huge" isn't as huge as I thought.
Perscienter
Profile Joined June 2010
957 Posts
October 17 2011 10:29 GMT
#375
I saw a review. Apparently, you conquer main buildings and their related regions now instead of single mines, buildings, etc. Did they do that territorial system right?

What about the lack of separate city screens?

Only four types of resources?
Telemako
Profile Blog Joined September 2002
Spain1636 Posts
Last Edited: 2011-10-17 10:56:01
October 17 2011 10:54 GMT
#376
On October 17 2011 19:29 Perscienter wrote:
I saw a review. Apparently, you conquer main buildings and their related regions now instead of single mines, buildings, etc. Did they do that territorial system right?

What about the lack of separate city screens?

Only four types of resources?


Castles and Forts create influence areas around them. If the area is neutral (the ruling castle/fort is neutral), everything works as it used to. If the area has an owner, any mine or dwelling (once conquered) in this area is tied to the ownership of the castle. If you conquer an enemy castle, you have all the mines that player conquered. If somebody conquers a mine under your influence, it's yours again when he leaves it. (The game starts as usual, you have your town and have to conquer the neutral mines around.)

Separate city screens? When "entering" a castle, you view it as a window. There you have the classical "tabs": building, recruiting, tabern, market, etc. The UI is nice and fast to use. What I like the most is that you can convert any city to your faction, so you can actually merge its units with yours, again, giving you a faster way to play (conquer->convert->recruit all)

Yes, four types. Wood, ore, crystal and gold. Crystal is like gas in SC, needed for every upgrade and tier2, so its control becomes key in every game. You find yourself rushing for crystal in early game.

The game has been speed up A TON:
- Town portals are now castle buildings, you're able to move between castles (one each turn) quite fast.
- You can recruit every unit of every castle at one single castle (as long as it has the proper buildings). No more caravans and turns wasted with reinforcements.
- Theres a tier 2 skill (level 5) that allows you to pass 75% of your exp to any other hero, so every hero gets almost as strong as your main. No more lvl2 heroes outplayed by lvl10 if you manage it properly.
- The control areas force players to go for the castle instead of retarded mine harrassing (if you played against cpu you know what I mean)
- Getting on/off a boat does no longer end your turn. (at least!)
- The tech tree does no longer give room for chance on your skills, you can go the path you want.
I've been around since it all started, and it feels good
Perscienter
Profile Joined June 2010
957 Posts
October 17 2011 11:39 GMT
#377
On October 17 2011 19:54 Telemako wrote:
Castles and Forts create influence areas around them. If the area is neutral (the ruling castle/fort is neutral), everything works as it used to. If the area has an owner, any mine or dwelling (once conquered) in this area is tied to the ownership of the castle. If you conquer an enemy castle, you have all the mines that player conquered. If somebody conquers a mine under your influence, it's yours again when he leaves it. (The game starts as usual, you have your town and have to conquer the neutral mines around.)

Sounds like a good idea.
On October 17 2011 19:54 Telemako wrote:
Separate city screens? When "entering" a castle, you view it as a window. There you have the classical "tabs": building, recruiting, tabern, market, etc. The UI is nice and fast to use. What I like the most is that you can convert any city to your faction, so you can actually merge its units with yours, again, giving you a faster way to play (conquer->convert->recruit all)

Simplifying.
On October 17 2011 19:54 Telemako wrote:
Yes, four types. Wood, ore, crystal and gold. Crystal is like gas in SC, needed for every upgrade and tier2, so its control becomes key in every game. You find yourself rushing for crystal in early game.

Simplifying.
On October 17 2011 19:54 Telemako wrote:
The game has been speed up A TON:
- Town portals are now castle buildings, you're able to move between castles (one each turn) quite fast.
- You can recruit every unit of every castle at one single castle (as long as it has the proper buildings). No more caravans and turns wasted with reinforcements.
- Theres a tier 2 skill (level 5) that allows you to pass 75% of your exp to any other hero, so every hero gets almost as strong as your main. No more lvl2 heroes outplayed by lvl10 if you manage it properly.
- The control areas force players to go for the castle instead of retarded mine harrassing (if you played against cpu you know what I mean)
- Getting on/off a boat does no longer end your turn. (at least!)
- The tech tree does no longer give room for chance on your skills, you can go the path you want.

Except territorial system and deterministic tech tree, it sounds questionable. One big, overpowered army, which runs around and beats everyone. The remaining heroes are pulled by the top hero.

One step into the right direction, one step into the wrong.
Velr
Profile Blog Joined July 2008
Switzerland10830 Posts
October 17 2011 11:49 GMT
#378
On October 17 2011 20:39 Perscienter wrote:
Show nested quote +
On October 17 2011 19:54 Telemako wrote:
Castles and Forts create influence areas around them. If the area is neutral (the ruling castle/fort is neutral), everything works as it used to. If the area has an owner, any mine or dwelling (once conquered) in this area is tied to the ownership of the castle. If you conquer an enemy castle, you have all the mines that player conquered. If somebody conquers a mine under your influence, it's yours again when he leaves it. (The game starts as usual, you have your town and have to conquer the neutral mines around.)

Sounds like a good idea.
Show nested quote +
On October 17 2011 19:54 Telemako wrote:
Separate city screens? When "entering" a castle, you view it as a window. There you have the classical "tabs": building, recruiting, tabern, market, etc. The UI is nice and fast to use. What I like the most is that you can convert any city to your faction, so you can actually merge its units with yours, again, giving you a faster way to play (conquer->convert->recruit all)

Simplifying.
Show nested quote +
On October 17 2011 19:54 Telemako wrote:
Yes, four types. Wood, ore, crystal and gold. Crystal is like gas in SC, needed for every upgrade and tier2, so its control becomes key in every game. You find yourself rushing for crystal in early game.

Simplifying.
Show nested quote +
On October 17 2011 19:54 Telemako wrote:
The game has been speed up A TON:
- Town portals are now castle buildings, you're able to move between castles (one each turn) quite fast.
- You can recruit every unit of every castle at one single castle (as long as it has the proper buildings). No more caravans and turns wasted with reinforcements.
- Theres a tier 2 skill (level 5) that allows you to pass 75% of your exp to any other hero, so every hero gets almost as strong as your main. No more lvl2 heroes outplayed by lvl10 if you manage it properly.
- The control areas force players to go for the castle instead of retarded mine harrassing (if you played against cpu you know what I mean)
- Getting on/off a boat does no longer end your turn. (at least!)
- The tech tree does no longer give room for chance on your skills, you can go the path you want.

Except territorial system and deterministic tech tree, it sounds questionable. One big, overpowered army, which runs around and beats everyone. The remaining heroes are pulled by the top hero.

One step into the right direction, one step into the wrong.



And where exactly is that diffrent from Heroes 3?
Thanks to the now possible multiple higher level heroes the "1 hero, 1 army" concept is a little weaker than before, not stronger?!
Telemako
Profile Blog Joined September 2002
Spain1636 Posts
October 17 2011 12:14 GMT
#379
On October 17 2011 20:39 Perscienter wrote:
Except territorial system and deterministic tech tree, it sounds questionable. One big, overpowered army, which runs around and beats everyone. The remaining heroes are pulled by the top hero.

One step into the right direction, one step into the wrong.


Well, haven't played enough, but I see it as the opposit. You can now trust your secondary heroes because you can make them keep track of the momentum of the match. Previously when you were lvl 5~7 and about to engage the enemy, any recruitable hero was worthless, as a lower army will be buffed by a leveled hero and defeat him. Now you can trust tasks to new heroes anytime as you can make them reach the same tier of your top hero.

You have mobility, and so does your foe. If you trust on a single hero townportal'ing, an army of heroes may harrass you in multiple points. Sure you can move to a new castle each turn to defend, but you can't be everywhere anyway. And if you use your single buffed hero to conquer, multiple heroes can counter thanks to their fast leveling (picking harrass skills as logistics, etc).

I don't see this changes changing the way the game used to be played, but shorter in turns.
I've been around since it all started, and it feels good
TheRidd
Profile Joined January 2011
713 Posts
October 17 2011 12:36 GMT
#380
Is there a random map generator in the game ?
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