Heroes of Might & Magic VI - Page 19
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Shivaz
Canada1783 Posts
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Drowsy
United States4876 Posts
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Deleted User 124618
1142 Posts
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Serashin
235 Posts
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Butcherski
Poland446 Posts
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bobblify
Finland46 Posts
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Talin
Montenegro10532 Posts
![]() (yeah, I've tried the game and ![]() | ||
Synwave
United States2803 Posts
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! | ||
Drowsy
United States4876 Posts
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. | ||
Shivaz
Canada1783 Posts
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ComTrav
United States1093 Posts
(I asked Ubisoft tech support this question, but I know TL will be, like, 10x faster and better.) | ||
Synwave
United States2803 Posts
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. | ||
keV.
United States3214 Posts
It's good fun. | ||
Ajunta
Germany522 Posts
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
957 Posts
What about the lack of separate city screens? Only four types of resources? | ||
Telemako
Spain1636 Posts
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. | ||
Perscienter
957 Posts
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
Switzerland10632 Posts
On October 17 2011 20:39 Perscienter wrote: Sounds like a good idea. Simplifying. Simplifying. 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
Spain1636 Posts
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. | ||
TheRidd
713 Posts
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