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Heroes of Might & Magic VI - Page 23

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Latham
Profile Blog Joined May 2007
9568 Posts
October 23 2011 10:01 GMT
#441
TBH the game is pretty solid. Aside from the bugs, the gameplay feels good, the creatures are great, and overall there are no glaring directional mistakes that would make you go "yyyhhh".

Just about the only things I can criticize are:
  • only 5 towns (but again, well designed and having each a unique play style)
  • the new skill acquisition format. Being either might or magic, after 3-4 campaigns you can bee line to a perfect build. No randomness, no excitement, no real hard choices.
  • only 4 resources. I miss gems, mercury, sulfur. This was probably a conscious gameplay design to make the game much more fast-paced, but I still consider it the wrong decision =(
  • Can't turn off converting animations on towns/forts/dwellings.


The things I'm not sure what to think about:
  • The forts. mini mini-towns. Provide small creature growth boost and control the land.
  • Map divided into control zones. You have to flag the town or fort to flag the resources and creature dwellings. Feels a bit limited TBH.
  • Says the game promotes fast-paced gameplay but each campaign map I end up with huge ass armies counting in the thousands, just because the comp is behind border gates and huge ass garissons right from the start.
  • How spells are acquired.
  • How many spells are in the game and how they work. Some can only be casted once per battle and last 3-5 turns. Not too sure about spell cooldowns either. No bless/curse for example.
  • Towers defending towns seem non-existent or don't do any damage.
  • Shooters having unlimited number of shots(?) At least I have never ran out.


What I like:
  • Spells work off percentages. on lv 5 mass stone skin gives 10% DMG reduction, on lv 30 it gives 58% reduction.
  • Diversified, unique towns.
  • Good battle pace
  • Good, fun and well designed units.
  • How they fixed town portal.
  • How you can recruit your whole population's worth from 1 town if you've got the money.
  • How you can convert towns and forts and dwellings into your owns.
  • The overall feel. This should have been Homm5.


Hope they'll put some more work into this game. Maybe overhaul the secondary skills acqusition a bit . But overall, fun game. Didn't expect this good of a game from Ubi after HoMM 5.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
October 23 2011 14:41 GMT
#442
only 5 towns (but again, well designed and having each a unique play style)


Really? I've felt like the towns aren't nearly unique enough, and this has been my biggest problem with the game. For example, Necro has always been my favorite faction, and in HOMM6 what exactly do they have that makes them Necro? I can't raise creeps or enemy units (one of the defining characteristics of Necro), the racial skill is just another weak heal, every heal in the game resurrects permanently for every faction (as opposed to Raise Dead), even the creatures seem homogenized...vampires have a, what, 15% life steal? In HOMM5 it was 50%.

Other than that, I don't like how hero skills seem less effective than in previous games.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
October 23 2011 14:50 GMT
#443
I feel the creatues are way too... bland. It's like, you have tier1, and then you have tier2. It dosn't feel like a natural tier1,2,3,4,5,6,7 etc..

And yeah necromancy is now boring as hell.

Overall I lke HoMM5 way better
England will fight to the last American
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
October 23 2011 14:58 GMT
#444
On October 23 2011 23:50 KaiserJohan wrote:
I feel the creatues are way too... bland. It's like, you have tier1, and then you have tier2. It dosn't feel like a natural tier1,2,3,4,5,6,7 etc..

And yeah necromancy is now boring as hell.

Overall I lke HoMM5 way better


Yea...

The thing is, I feel like they made lots of improvements in the base mechanics of the game (control zones, town portal, 4 resource types), but then they took huge steps backward in other areas.
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
October 23 2011 15:06 GMT
#445
On October 23 2011 23:41 APurpleCow wrote:
Show nested quote +
only 5 towns (but again, well designed and having each a unique play style)


Really? I've felt like the towns aren't nearly unique enough, and this has been my biggest problem with the game. For example, Necro has always been my favorite faction, and in HOMM6 what exactly do they have that makes them Necro? I can't raise creeps or enemy units (one of the defining characteristics of Necro), the racial skill is just another weak heal, every heal in the game resurrects permanently for every faction (as opposed to Raise Dead), even the creatures seem homogenized...vampires have a, what, 15% life steal? In HOMM5 it was 50%.

Other than that, I don't like how hero skills seem less effective than in previous games.


I completely agree with this, there is very little, if anything really, seperating the towns in an interesting way. The art direction has been done very well but I can't really say any town is my 'favourite' because they all feel too similar gameplaywise.
: o )
CCow
Profile Joined August 2010
Germany335 Posts
Last Edited: 2011-10-23 15:19:39
October 23 2011 15:17 GMT
#446
I have of course not played the game that much yet, buch I kind of disagree with the point of the cities being similar.
I really feel there is a huge difference between Stronghold and Necropolis. One city relies a ton on rather defensive heal-focused play, the other more on raw power, sacrifising and massing units.

I guess this is mostly personal taste, but so far I like the idea of the city-specific skills, which imho does set them apart. And yeah, the artwork is kind of cute, don't you think? I really like the look of the units.

The things I dislike most so far are obvious bugs and the lacking internet-platform plus multiplayer-interface.

edit: fixed stupid sentence-stucture.
Latham
Profile Blog Joined May 2007
9568 Posts
October 23 2011 16:29 GMT
#447
Really? I feel the towns are unique enough.
Haven is well rounded up. Praetorians have good defensive stats and can take a punch. Marksmen are good core shooters with penetrating rounds. Vestals have heal and can pack a nice punch in melee provided they don't get retaliated at. Well balanced core. Blazing glories are amazing harpy hags. Good damage, good initiative, movement and no retaliation. Gryphons can do nice swoops and can take a moderate beating with more extra retaliations. Sun Riders are a kinda weak cavalier/champion but they can still do some extra damage. Celestials can heal and do good damage. Kinda stupid racial immunity spell, but has it's uses and is annoying enough. Can also group heal at ultimate level.

Necros specialize in ranged combat having a shooter at each tier. Skeletons kick ass, ghouls are actually fast and do moderate damage. Spectres heal and damage at the same time. Solid core. Liches have low hp but very good damage. Can also heal. Lamasu still boggle my mind. I don't get this unit at all. Vamps suck ass. That is true. Spider women are great shooters and can change form for more melee oriented parts. Racial is heal, and ultimate heal is again same as heaven, group heal. You can also buy back every unit you lost in a battle. Very good building.

Naga are well balanced. Priestesses can have a 3-round heal, Kappas can jump like Homm5 2nd tier inferno thingies which were very useful, and sharkthings are kinda bland. OK core. Kenshi are good in melee. Yuki Onnas are good too. Mizu Kamis have spells. Good. Kirins do fine. Racial buffs defence.

Inferno is kinda wierd. Core is very fragile, champions are only OK-ish and Pits are also OKish. Rely on initiative and first strikes. Can traverse the map in quick fashion. Gating as racial feels weird as hell.

Stronghold has good late shooters in centaurs and incredible melee potential. When all the melee is on the offensive the centaurs and cyclops can pack quite a punch from afar. Harpies are kinda weird to me, but pass.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Serashin
Profile Joined November 2010
235 Posts
October 23 2011 20:36 GMT
#448
HoMM 5 was awesome , HoMM 6 is awesome both have minor deficit like all games let them mix stuff up from 5 and 6 and lets see what 7 delivers.

Havin´lots of fun with HoMM 6 just one thing im trying to figure out atm is how to get the final campaign 2 unlocked ^.^ while doing other campaigns loving the storys and how they are build up supporting each other etc, while still keeping the game a strategic game .

Strategic turn based + RPG story + lots of cute fantasy mobs = HoMM .
not needing to mention they doing awesome job at it.

people who complain about this game complain about allot of stuff without serius reason.

especialy about the bug part , every big game has bugs after release from minor to big i cant remember a single bugfree released game , and pretty much every game including HoMM 6 works 99 % as intended otherwhise they wouldnt release it.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Ajunta
Profile Joined October 2010
Germany522 Posts
October 24 2011 08:08 GMT
#449
Well I found one thing that bothers me a lot .... level cap at 30. Why? I truly don't see why ? Couldn't you at least put a bloody checkbox in the map options menu: "[ ] Use level cap".

I only hope you can define this thing in the map editor (Haven't found it yet though).
Butcherski
Profile Joined April 2010
Poland446 Posts
October 24 2011 08:12 GMT
#450
So anyone finished the haven campaign ? Im at the 5th(?) mission and need some tips.
+ Show Spoiler +

Its the one where the Falcons Reach is under siege from inferno. There are 5 attack paths for the AI and its driving me fucking nuts . What is the correct order to advance and am i right in thinking that there are certain triggers you can avoid ? Like not going underground will keep the demon cultists at bay ? Should i rush to get the yellow guys help or maybe rush down to kill one of the demon cities.Thanks for any tips
"Well Tasteless, i once met a three-toed sloth with good marauder control " - Artosis
Brew
Profile Joined August 2010
11 Posts
Last Edited: 2011-10-24 09:53:26
October 24 2011 09:52 GMT
#451
Haven last

+ Show Spoiler +
Based on 2 playthroughs so i might be wrong on certain parts. Take ure city before week ends, clear both mines and fort to the left, take crystal mine. Not clearing shadow elementals guarding underground ensured cultists never coming for me.Advance to the left and take another haven city before second week.Save game. Advance further left to yellow guys to get another town before third week ends.During third week there might be demon hero invading through portal near ure main city. If so reload, wait for him to appear and proceed as before. After taking third town u have to lure Nymus outside 4th town walls and catch him in open. After taking 4th town it becomes a massing units game. If u care about achievement Abbadon doesnt kill town wall for atleast 4 months.
ChrisXIV
Profile Blog Joined August 2010
Austria3553 Posts
October 25 2011 21:00 GMT
#452
Any tips on the first Inferno mission? I already set the difficulty to easy, only to watch the AI get ridiculously large stacks of Succubus who annihilate me.

I get my second town no problem, but then I'm kind of lost. If I go west, a hero comes through the north path and I have to teleport back. If I don't go west, I get 100+ Succubus thrown at my face after a week. Both armies are impossible to defeat with a hero other than my main, and even that is close.

I cleared out the west once, then the game bugged out and set my creature recruitment numbers to -65557. -_-

Favorite moment in the mission so far: Week 3, enemy hero approaches with 158 Succubus. I win the battle with 1 Succubus of my own surviving.
"Just stay on 1 base, make a lot of shit, keep attacking. It doesn't work? Keep attacking." -Chill
Microchaton
Profile Joined March 2011
France342 Posts
Last Edited: 2011-10-25 21:37:30
October 25 2011 21:37 GMT
#453
Just beat the necro campaign on hard. HOLY SHIT THE LAST FIGHT IS HARD. AND AWESOME. BOSS FIGHTS FTW

If you guys have trouble on the first missions in easy, you're probably new to the genre and/or doing a lot of things wrong.

Also, the lack of patching is disheartening....
Stormy
Muirhead
Profile Blog Joined October 2007
United States556 Posts
Last Edited: 2011-10-25 22:16:49
October 25 2011 22:11 GMT
#454
On October 26 2011 06:00 ChrisXIV wrote:
Any tips on the first Inferno mission? I already set the difficulty to easy, only to watch the AI get ridiculously large stacks of Succubus who annihilate me.

I get my second town no problem, but then I'm kind of lost. If I go west, a hero comes through the north path and I have to teleport back. If I don't go west, I get 100+ Succubus thrown at my face after a week. Both armies are impossible to defeat with a hero other than my main, and even that is close.

I cleared out the west once, then the game bugged out and set my creature recruitment numbers to -65557. -_-

Favorite moment in the mission so far: Week 3, enemy hero approaches with 158 Succubus. I win the battle with 1 Succubus of my own surviving.


I did this mission on hard just yesterday. A few tips (most of which pertain to this genre in general):
(a) Capture the second town in the first week
(b) Build creature dwellings before long term money-producing upgrades... use your heroes to get money early on.
(c) Don't lose (m)any units while creeping... focus all your micro on unit preservation and don't engage in even moderately difficult engagements unless they are vs an enemy hero. One tip is to keep your whole army together in one hero, and switch it to another hero when the first runs out of movement points.

In this particular mission, the Lilith crowd control ability helps a ton with (c). You should split your Lilith into several stacks so that you can flexibly use this ability multiple times. Also there a few hero abilities that really help with (c) like the Reinforcements ability.

It's probably easiest to bounce between the west and the north, and not clear either out completely all at once. Just grab a castle along one route and then immediately switch to the other route. That's what I did and neither player could build up enough to really challenge my main hero.
starleague.mit.edu
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
October 28 2011 06:27 GMT
#455
On October 26 2011 06:00 ChrisXIV wrote:
Any tips on the first Inferno mission? I already set the difficulty to easy, only to watch the AI get ridiculously large stacks of Succubus who annihilate me.

I get my second town no problem, but then I'm kind of lost. If I go west, a hero comes through the north path and I have to teleport back. If I don't go west, I get 100+ Succubus thrown at my face after a week. Both armies are impossible to defeat with a hero other than my main, and even that is close.

I cleared out the west once, then the game bugged out and set my creature recruitment numbers to -65557. -_-

Favorite moment in the mission so far: Week 3, enemy hero approaches with 158 Succubus. I win the battle with 1 Succubus of my own surviving.

When that happens, reload the previous day.
I'm playing through on easy first for piecing together the story, then I'll pass it on hard eventually. The necro campaign pits of the dead raising bug and the haven capture sancturary towns sidequest bugs are more disheartening imo.
Oh and theres an animated vegetation option thats fairly glitchy.
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
ComTrav
Profile Joined April 2010
United States1093 Posts
October 29 2011 21:59 GMT
#456
On October 17 2011 22:02 KaoReal wrote:
Show nested quote +
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.)


Thanks for this.

Sure enough, TeamLiquid.net was able to help me with the problem while Ubisoft tech support was useless.
Mavkar
Profile Blog Joined February 2010
Germany592 Posts
October 29 2011 22:10 GMT
#457
Yesterday I finished the Necro campaign on normal difficulty. The maps really take their time, but it's also my playstyle to clear it with 1 or 2 heroes and explore everything. I hit 30 pretty soon, sad that after that the stats dont get better anymore and the hero is just finished.
I had to repeat the boss fight several times, always getting him do maybe 1/3 hp, then I said 'fuck it' and just waited 2 weeks, rallyed the troops and stomped him pretty easy.

Now started the Haven campaign, starts of a bit slow. I turned auto-combat on, because I got bored with fighting everything on my own, but the auto combat sucks, you lose creatures pretty much everytime and sometimes you go 'meh, whatever' but if you take your time you can do it with zero losses ez pz. Also I'm afraid the AI will just burn my mana and scrolls, so I do everything by hand again.
Currently in the 2nd mission which seems already lig a big ass map with lots of towns and many paths.
I'm shy and reserved, even on the internet.
CCow
Profile Joined August 2010
Germany335 Posts
October 30 2011 11:53 GMT
#458
I think the auto-combat is pretty neat.
It does fuck up some times, but other times it loses less units than you could hope for when fighting yourself. The biggest problem I got concerning it is that it just seems to instantly use every single scroll I find even in very easy battles.
Apart from that, I kind of like that you can just manually re-fight if it does screw up. So you aren't bound to accept the result if it is too bad.

Finished two of the campaigns right now and I really think they did some awesome work there!

Still hoping they keep it up with patches though, especially for the multiplayer-part of the game it would help big time!
zeru
Profile Blog Joined September 2010
8156 Posts
October 30 2011 12:53 GMT
#459
--- Nuked ---
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
October 31 2011 15:49 GMT
#460
Wow strange, I did a search on heroes of might and magic 6 / vi but nothing came up.

My biggest complaint is the lack of AI (it just harasses, no strategy beyond running past your main army and stealing your buildings) which really ruins the story immersion, in the old games the exploration/items/creeps were a bit more... well atmospheric, cosy and oldschool (not counting the fifth which in my opinion is the worst by far).

Thing is, it's still a good game and some of the things they have changed is actually for the better. I do miss multiple resources though since only having Wood/Ore/Crystal and Gold makes it easy to just buy anything you need (crystal is always what you need) making the whole basebuilding aspect somewhat redundant.
I for one don't enjoy the new building system but I can understand the change.

If they could just change some things with the interface, let you move the damn camera around when a hero is moving because when you got 6 heroes and you have to watch each of those assholes move their slow horses around it get frustrating... especially since for some reason no game since like the third/fourth has had the auto-move ALL hero's button from what I understand which just adds insult to injury.


Thing is, the prospect of this being 80 hours long, or atleast so long for the bad people at gametrailers, kind of excites me since the campaign is atleast much more like the fourth/third in that it's about yer army, your character and it's development whereas the fifth's campaign was all about building griffon units in every fucking campaign, even in the undead campaign did you have more of those boring human cities than undead cities.


I have only played like 6 hours or something and so far I am enjoying it quite nicely, the streamlining of buying units kind of ruins the exploration somewhat since the world is built with the intention of this in mind but once you get a hang of it it feels like the misshapen glove suddenly starts to fit nicely.

Lastly, why do balts use the name Svetlana? Could anyone from the baltics answer this because in sweden "svet" means "sweat" which makes that name sound like a nickname for a prostitute, just wondering if svetlana is considered a beautiful name or something in it's native language or if it's just a ugly name much like Barbra in english.
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