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Heroes of Might & Magic VI - Page 20

Forum Index > General Games
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icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
October 17 2011 12:54 GMT
#381
awww, sorry i didnt read the op, but why no more alternate upgrades? :< i loved that in hmm5 :< adds variety
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
October 17 2011 12:59 GMT
#382
Oh it's finally out :D
played the beta a little back when it was first out <3
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
KaoReal
Profile Joined May 2010
Canada340 Posts
October 17 2011 13:02 GMT
#383
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.)

Are you sure it was exactly MFC71.dll and not msvcr71.dll? I know Batman: Arkham Asylum had a problem where it would askfor msvcr71.dll. You can get it here http://www.dll-files.com/dllindex/dll-files.shtml?msvcr71 and you just drop it into your MMHVI installation directory (or maybe it was into /binaries/, it's been a while since I've had to deal with this.)
Life can only be understood backwards, but must be lived forward
Perscienter
Profile Joined June 2010
957 Posts
October 17 2011 13:08 GMT
#384
On October 17 2011 20:49 Velr wrote:
Show nested quote +
On October 17 2011 20:39 Perscienter wrote:
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.



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?!

No, it's stronger. You need to level one hero up very fast in order to pull the other ones.
On October 17 2011 21:14 Telemako wrote:
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

It is changed, it's just different. Time will tell, if that fits well.
whoso
Profile Joined October 2010
Germany523 Posts
Last Edited: 2011-10-17 13:16:53
October 17 2011 13:16 GMT
#385
well i loved homm2 back in the days. unfortunately, i doubt there is a competitive scene for this game right? the games just take too long
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
October 17 2011 13:19 GMT
#386
I'm very pleased with the artwork and general 'feel' of the game so far, it definitely seems more polished than Homm5 and the units have quite interesting abilities (I like the haven praetorian mechanic, it makes their fights feel a bit more interesting).

but aesthetics aside, I'm a little disappointed with how cookie cutter the factions seem to be. The units look different, and have different abilities, but I wish they'd go to greater lengths to make the factions play differently.

When I play undead, I don't feel like a necromancer I just feel like a dude who has a bunch of skeletons instead of soldiers or whatever.

Meh, hard to explain I guess.
: o )
Velr
Profile Blog Joined July 2008
Switzerland10833 Posts
October 17 2011 13:38 GMT
#387
When i play undead i feel like a nurse -.-.

Heal here, heal there... :/... It kinda makes sense but... I rather have the "evil/dead/reaise new stuff" feel of undead instead of the "undead allready dead so they don't die" feel
Serashin
Profile Joined November 2010
235 Posts
October 17 2011 13:46 GMT
#388
GPRS-internet isnt enough for Multiplayer TT
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Telemako
Profile Blog Joined September 2002
Spain1636 Posts
October 17 2011 14:27 GMT
#389
On October 17 2011 22:38 Velr wrote:
When i play undead i feel like a nurse -.-.

Heal here, heal there... :/... It kinda makes sense but... I rather have the "evil/dead/reaise new stuff" feel of undead instead of the "undead allready dead so they don't die" feel


Hahaha, totally true. It should be the other way round, you should raise using dead corpses, not heal. Then carry on what you raise. Limit what you are able to raise with tier and hitpoints and should be balanceable.
I've been around since it all started, and it feels good
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 17 2011 14:27 GMT
#390
So how do you raise skeletons with undead after combat? And if you cannot what does necromancy skill do?
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
Last Edited: 2011-10-17 14:38:10
October 17 2011 14:28 GMT
#391
On October 17 2011 22:19 ShloobeR wrote:
I'm very pleased with the artwork and general 'feel' of the game so far, it definitely seems more polished than Homm5 and the units have quite interesting abilities (I like the haven praetorian mechanic, it makes their fights feel a bit more interesting).

but aesthetics aside, I'm a little disappointed with how cookie cutter the factions seem to be. The units look different, and have different abilities, but I wish they'd go to greater lengths to make the factions play differently.

When I play undead, I don't feel like a necromancer I just feel like a dude who has a bunch of skeletons instead of soldiers or whatever.

Meh, hard to explain I guess.


Yea, I get the same feeling...

Even things like Vampires...they barely steal any life, basically just another soldier.

Also, is it just me or are heroes a bit weaker in this one?
nakam
Profile Joined April 2010
Sweden245 Posts
Last Edited: 2011-10-17 14:58:25
October 17 2011 14:56 GMT
#392
Extreme amounts of bugs is what I'm seeing. Here's some of them:
- Mouse cursor is flasing in menus and sometimes in combat.
- If tabbing in and out, sometimes the hero movement path disappears.
- Sometimes you cannot scroll the map either with the mouse or keyboard. Only solution is to restart the game.
- Wait and defend hotkeys doesn't work if you are the one being attacked.
- If fighting against an army that's using gated creatures or summons, sometimes when these summoned creatures are the only thing left (in all previous games you win the combat at this point) you have to kill them too, followed by an infinite hourglass when waiting for the combat score screen. Game restart required.
- The picture thumbnail for saves does not update after the first save. (My quick save thumb nail is from the very first time I used it)
- If using multiple monitors the cursor is not locked within the monitor you have H6. Extremely annoying when scrolling the map.
... and many more.

Things I wished were better:
It's very hard to see what's selected and not. For example:
- Which tab in the skill tree you have selected.
- Which hero you have selected (this is even impossible to see if your heroes have picked up an artifact or levelled up recently).
- In combat to see which of the different stacks of unit X acts first (when hovering the turn bar).
- Building tree is not as distinct looking as before. What is already built and not.
TL Local Timezone Script - http://www.teamliquid.net/forum/viewmessage.php?topic_id=277156
Velr
Profile Blog Joined July 2008
Switzerland10833 Posts
Last Edited: 2011-10-17 15:04:24
October 17 2011 14:57 GMT
#393
On October 17 2011 23:27 -Archangel- wrote:
So how do you raise skeletons with undead after combat? And if you cannot what does necromancy skill do?



Necromancy is a "free" Heal/Revive spell... Your Heal "energy" fills up when creatures are dieing in combat (or deal damage).

Now if you look at Undead it becomes a little stupid once you realise:
Wraiths heal two times per combat/stack on T1 (it's fucking strong)
Vampires have their selfheal on T2.
Lichs with some DMG = Heal on T2 (just once a battle).
+ Necromancy
+ Healspell (if you take it).
+"Lifedrain"-Buff (If you take it).
+ I don't know what else you can take...

Basically (generalisation):
If you as Necro lose any unit to "creeps" you totally failed (or took out a high risk spot way earlyer than anyone else could).
You tend to either lose fights badly or barely lose a unit. Either you can outheal your enemies and lose nothing/nearly nothing... or you will have to deal with heavy losses.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2011-10-17 16:04:12
October 17 2011 16:02 GMT
#394
On October 17 2011 23:57 Velr wrote:
Show nested quote +
On October 17 2011 23:27 -Archangel- wrote:
So how do you raise skeletons with undead after combat? And if you cannot what does necromancy skill do?



Necromancy is a "free" Heal/Revive spell... Your Heal "energy" fills up when creatures are dieing in combat (or deal damage).

Now if you look at Undead it becomes a little stupid once you realise:
Wraiths heal two times per combat/stack on T1 (it's fucking strong)
Vampires have their selfheal on T2.
Lichs with some DMG = Heal on T2 (just once a battle).
+ Necromancy
+ Healspell (if you take it).
+"Lifedrain"-Buff (If you take it).
+ I don't know what else you can take...

Basically (generalisation):
If you as Necro lose any unit to "creeps" you totally failed (or took out a high risk spot way earlyer than anyone else could).
You tend to either lose fights badly or barely lose a unit. Either you can outheal your enemies and lose nothing/nearly nothing... or you will have to deal with heavy losses.

Ah, so Necro in H6 does not get new troops but gets to keep his current ones alive. Hmm, this is how I played Humans in previous Homm games

Well I am already using mass life drain, the ability is kind of imba and I am using that skill that fills up as I fight and resurrects my units (and wraith ability is a bit imba as well with damage enemies aspect as well :D)

What I don't like about current hero skills is that there are too many active ones but during combat you only get to use 3-4 top (except siege fights where the other side refuses to come out to fight you :D)

But still, the whole time I was thinking I was missing something and expecting to find out how to get to raise more troops from the dead. I am not sure I like the new Necro.
Serashin
Profile Joined November 2010
235 Posts
October 17 2011 16:10 GMT
#395
One interesting thing about the lobby is that there is a "tournament" setting time whise , of course some random organizers wont do a tournament for this game.
But maybe the publishers themself
I guess i like it with limited time per turn , kinda feels like chess ^^.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
October 17 2011 16:53 GMT
#396
Ahh the more I play this game and look past the Art/music the more disappointed I get, it can only really be 'decent' in my eyes.
: o )
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2011-10-18 00:11:31
October 17 2011 17:56 GMT
#397
I just played the demo, the game is clearly much better than HoMM5 (I couldnt play HoMM5 for more than 20 minutes), the art is really good, it's well polished too.

But how did they screw up the towns again? One of my favorite aspects of Homm2 and 3 was to get new buildings and see your town evolve, but now they got this cheap menu with the cheap 3D town model, but they could really expand the idea of towns with specializations or whatever (having a more economy or army oriented town, for example).

There's some really neat improvements though, the convert town option, the ''follow the path already taken arrow'' thing, that makes you wonder why it wasnt already in the other games. Also, many praised the new talent-tree skills for heroes... maybe there's something I don't understand about it. For every point you spend, you have about 20 options, the whole thing seems messy and not intuitive.
Karliath
Profile Blog Joined April 2010
United States2214 Posts
October 17 2011 18:22 GMT
#398
I've never played any of the other games in the series, but wanted to try this one because I love this kind of tactical combat game.

So far though (perhaps 30 min in), everything seems to be a bit...simple. I don't know if anyone holds the same opinion. Do things get more complicated as you get further into the game? I'm talking about all kinds of things, from combat to storyline.
OoFuzer
Profile Joined July 2008
Chile436 Posts
October 17 2011 20:40 GMT
#399
any good site with HoMM VI info? The best i've ever seen is http://heroescommunity.com
Wesso
Profile Joined August 2010
Netherlands1245 Posts
October 17 2011 21:06 GMT
#400
On October 18 2011 03:22 Karliath wrote:
I've never played any of the other games in the series, but wanted to try this one because I love this kind of tactical combat game.

So far though (perhaps 30 min in), everything seems to be a bit...simple. I don't know if anyone holds the same opinion. Do things get more complicated as you get further into the game? I'm talking about all kinds of things, from combat to storyline.


If you want to find out what the combat/managing etc will become, just try a skirmish game.

The story won't be that good, heroes isn't known for it's story (even though I've heard people say the story in 6 is somewhat better, I've only played the beta)
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