The only thing worth mentioning so far is that Black Hole Entertainment is developing it under the wings of Ubisoft, which can mean some pretty awesome things (their Mark of Chaos series were OK, but Armies of Exigo was stellar).
New mechanics for creature production (no need for caravans)
Creature dwellings will work as resource production buildings. Basically, when you first capture a creature dwelling you will receive a first batch of creatures that you can integrate straight away to your army. The building will then work as a resource building meaning that it will add creatures to your creature pool every week as a gold mine would add gold to your resources. These creatures will then be hirable via the cities and forts you control.
Town unique buildings 2 slots, 4 buildings per town, each with a different ability (economy booster, creature production booster, gives a special ability on the adventure map or the combat maps) Having several similar unique buildings in different towns improves their efficiency (a bit like the marketplaces).
General principles of the revised RPG system - Heroes can be male, female, Might, Magic - Heroes have faction and class specific abilities - Heroes gain skill points when they level up, that they can spend consciously on “general” abilities organized in skill categories – they have total control over their development – no more “probability-based” limited skill choices offered to the player - Heroes can unlock advanced classes that will change their appearance and grant them an ultimate ability
More variety in the combat arenas - Specific topography (various sizes and shapes for the battle arenas) - Dynamic topography (seashore battle with the tide flooding the arena turn by turn) - Different combat objectives (hold your ground for X turns, defend this sacred shrine at the center of the arena, kill a specific enemy stack, etc.) - Boss fights!
Initiative system Back to H3 mechanics but with a H5-like INI bar interface.
New Creature Tier System Core, Elite, Champion (like Clash of Heroes)
Creature Siege Damage Creature stacks can now damage the fortifications (but are obviously less efficient than catapults)
Fixed camera angle On the adventure map, to remove the necessity of rotating the camera to locate hidden items. Easier to manage for players and map designers, feels like 2D navigation but with the benefit of 3D coolness
No secondary / alternative upgrades Obvious in the concept arts.
The Artifact Sets Nothing special – you collect them all and you get a bonus.
The different tilesets Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground
The presence of critters on the adv map Turtles, dolphins, birds, etc.
Campaign structure 5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.
The Map editor A fan is REALLY involved and there is a goal to make it user-friendly at the latest to be shipped with the game, but if possible and the quality is good enough it will be released BEFORE the game.
* When can we expect news on the two unknown factions?
It should come very soon. I think you could expect an update in December.
* Could you reveal some units from the announced factions? Any pictures would also be appreciated.
Indeed, they are now being presented on our Facebook page www.facebook.com/MightandMagic. The last ones will be presented in the coming weeks.
* We know there will be 7 magic schools, the 6 elemental schools (including light and darkness) plus primordial. Anything you could share on them, like new twists or descriptions to an idea of what to expect?
Not yet. :> But it’ll come soon™
* While at that, how many will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?
All schools will be accessible. Each faction will favor a specific Magic school among the others.
* There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?
Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.
* Will the creature lineups of H6 remain mostly race-based (like in H5) or will they be based around a common theme (like in H1-4)?
Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.
* Will any of the classic units not assigned to factions return as neutrals?
About neutral creatures, you’ll see new ones and old faces. For example, the phoenix you might have already seen on the dev T-shirts.
* What can we expect from the advanced classes? Will they work like in H4?
Not really, it is different from Heroes IV. We’ll soon go in more detail about this. What we can say so far is that each advanced class have 2 unique abilities, including one ultimate.
* How will hero movement be affected on the adventure map?
You’ll have skills and artifacts linked to movement. Creatures in your army won’t affect your movement. Terrain will also have an effect.
* How will spells be learned in Heroes VI? Are Mage Guilds returning? If not, will the skill tree be used instead?
Heroes VI will have a new skill system we’ll talk about soon™ (see question 3 for reference )
* What type of race-unique buildings can we expect in Heroes VI?
You’ll be able to build 2 out of a choice of 4. Buildings are linked to faction strategy.
Here are exclusive examples of unique buildings:
- For Haven: the Statue of Revelation which removes fog of war in a targeted area, once a week.
- For Necropolis: the Altar of Eternal Servitude, which gathers the remains of the player’s Necropolis Creatures that fell in combat, so they can be recruited again (for a price).
* What is the estimated planned map total (campaigns, single scenarios and multiplayer maps inclusive) for the initial release of Heroes VI?
We have 24 campaigns and 10 multiplayer maps. While there will be "only" 10 MP maps in the retail game, the goal is to have more maps available for download on the official website of the game right from day 1.
* If many of the mines and creature dwellings are being retired for Heroes VI, what will take their place? How will the adventure map be kept interesting and fresh?
You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.
* Will mixed neutrals ala Tribes of the East be returning? Pretty please
Yes.
* Can you elaborate on the Reputation system which was mentioned? How does it work? How will it affect gameplay? What actions determine your reputation? What are the benefits of having one type of reputation or the other?
We’ll develop on this later on
* Are the beloved dialogue and text boxes from Heroes I-IV returning in Heroes VI? Will the campaigns contain a lot of juicy narrative as in H3 and H4, or just cutscenes like in H5?
In the campaign mode, you’ll have some cut scenes, dialogue boxes. You won’t have big texts like in H IV, but for curious players, there’ll be plenty of very detailed text to read in the bios of heroes, creatures, cities, etc. Also map makers will be able to put all the boxes they want in their maps.
* According to the timeline, necromancy was only discovered in 461 YSD and the rise of the Necromancers took place almost 50 years after H6, in 610. How is it possible the Necromancers are such a strong force at this point in time?
At the time of Heroes VI, Necromancers are just a group of wizards, not a full Nation. They are part of the 7 cities. But their cult is 100 years old. Heroes VI is the turning point where Necromancers come to the foreground.
* Will it be possible to create custom dynamic battles in the map editor?
We’ll communicate on the map editor details later.
* The press release claimed "Might & Magic Heroes VI will include all the characters and features that have made this brand a worldwide success". Is it possible that any classic heroes from the Might and Magic franchise will return in some form for Heroes VI?
This is a request that has been strongly expressed by the VIP fans. As you know, 2011 will be the 25th anniversary of M&M, so surprises are to be expected.
* We are worried that the storyline will ultimately just rehash the Everyone VS Demons plot yet again. Will the Demons be the main antagonists of Heroes VI?
Yes, there is a Demon invasion in Heroes VI. No, it is not the most important plot element in the storyline. Even though most factions have the Demon invasion in mind, the political face of Ashan is evolving way beyond this threat.
Edit: Found out some more FAQ, put it in WTF section.
If they can really bring the core that was HoMM3 I would be one happy motherfucker.
I mean, I still play hot seat games of HoMM3 with my buddies that last for days and days, always good fun. We tried to make the magic happen with HoMM5...but it just wasn't there.
Anyways, I can't wait. I am buying this baby for sure.
- Heroes gain skill points when they level up, that they can spend consciously on “general” abilities organized in skill categories – they have total control over their development – no more “probability-based” limited skill choices offered to the player
I am somewhat uneasy about this.
In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.
Now that they have removed this, I am guessing they are going to have a skill tree for each hero instead? That's seriously going to make things more complicated.
On December 13 2010 10:22 N3rV[Green] wrote: If they can really bring the core that was HoMM3 I would be one happy motherfucker.
I mean, I still play hot seat games of HoMM3 with my buddies that last for days and days, always good fun. We tried to make the magic happen with HoMM5...but it just wasn't there.
I am not sure what you are talking about. HoMM5 is far superior than HoMM3. The mechanics in HoMM5 is better, racial identities are clearer, and there are more strategies in HoMM5 (in HoMM3 you pretty much have to have Earth Magic and Wisdom or your hero is pretty much doomed). There are basically less "cheese" in HoMM5. Overall, HoMM5 was pretty much a superior remake of HoMM3.
The only good thing about HoMM3 is that the computer cheats better and it runs faster due to poorer graphics. Of course, HoMM3's graphics were still far superior than any of its competitors at the time.
i have to say that i'm a real fan of HOMM2. Three was OK but after that i felt... meh
Looking forward to VI should be good.
On December 13 2010 10:23 Sufficiency wrote:
In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.
I don't know if anyone will get this but restarting the map until your hero has logistics? (I did it on impossible)
On December 13 2010 10:29 KOFgokuon wrote: Nothing wrong with complicated.....as long as it works.
Maybe I am just old and grumpy, but I enjoyed the older system when you sometimes have to choose the better one out of two less-than-ideal choices. It often gave the game more replayability, as I had to play the campaign several times to get the "perfect build" for my hero.
On December 13 2010 10:29 rwrzr wrote: i have to say that i'm a real fan of HOMM2. Three was OK but after that i felt... meh
In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.
I don't know if anyone will get this but restarting the map until your hero has logistics? (I did it on impossible)
Maybe I am just old and grumpy, but I enjoyed the older system when you sometimes have to choose the better one out of two less-than-ideal choices. It often gave the game more replayability, as I had to play the campaign several times to get the "perfect build" for my hero.
In HoMM4, I would restart until I can advance to Grandmaster Necromancy on level 9.That's kind of the same as what you are saying.
Now, I am unhappy about the skill system because I believe HoMM has always been about "chance". The game is really, really random, which is why it's so re-playable. Even if you play on the exact same map, against the exact same (computer) opponent, trying to use the same strategy, it will almost always come out differently. For example, in the older series:
Treasure Chests give random experience or random artifact. Banks have random amount of guards, and random rewards. Resource lumps give random amount of resources. Creatures do random amount of damage. Heroes gain random skills. Neutral creatures have random composition and size. etc.
Gah. Maybe I am just ranting... I am sorry. It doesn't matter how they make it, I will play it and adapt, just as what I have done for HoMM3, 4, and 5.
I must say I don't really like this Final Fantasy like creature appearing (both the creature and the style it appears in) in the adventure map trailer...
On December 13 2010 10:42 Manit0u wrote: I must say I don't really like this Final Fantasy like creature appearing (both the creature and the style it appears in) in the adventure map trailer...
Wow, this is awesome. I spent so much time playing HOMM3 back when I was in high school. Disappointed that they're changing the initiative system back to the way it was in HOMM3 though; even though I didn't play much HOMM5, I thought the initiative system there was better.
On December 13 2010 10:43 Elyvilon wrote: Wow, this is awesome. I spent so much time playing HOMM3 back when I was in high school. Disappointed that they're changing the initiative system back to the way it was in HOMM3 though; even though I didn't play much HOMM5, I thought the initiative system there was better.
I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.
Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.
wow finally they're gonna make a real sequel for heroes3, heroes4 was a joke in campaign (i ran around with 0 units and owned everything at some point...) and i really disliked the initiative system of heroes5, plus the game overall felt kinda imbalanced, not enough attention had gone into it compared to heroes2 or heroes3
just keep it simple, no more 23894 attacks before the other guy can move again, less brute force and more strategy is perfect also some music along the lines of heroes2 would be very welcome~
Wow, I feels so fast. I remember playing 3 in my childhood and buying 4 on release. I skipped 5 due to ubisoft taking over after the failure of 4 (which is still my favorite). I think 4 had the deepest combat system and it seems like 6 will be bringing some of that back (I'm hoping those units are heroes participating directly on the battlefield).
Also interesting is what appears to be a conversion of a castle from one type to another (a feature first introduced in HoMM3 WoG iirc). Nice to see that they are making some changes after the complete revert to H3.
I will definitely give 6 a shot.
I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.
Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.
Wow they removed Wait from the game? This is very disappointing. Especially since HoMM4 initiated the system of simultaneous retaliation.
This looks amazing. I remember playing the first heroes of might and magic as a kid. i loved it. I never played any of the other ones but am really looking forward to this
Oh man, heroes of might and magic.... Countless hours of my life wasted. I could have been a virtuoso pianist, a god shredder, hell a competitive BW player with the time i spent playing that game... and yet, I regret nothing.
Homm3 One of the best strategy games EVER, homm2 and 5 were pretty damn good as well i never played the first one will definitely play this but it's so hard not to get your hopes up too high comparing it to Homm3 and getting disappointed ^_^
Wow, i used to play Homm2 DEMO for hours upon hours with my cousin. 4 and 5 just never brought that magic back (no pun intended)....hopefully this goes back to the roots of 2 n 3.
Unfortunately the topic title is incorrect since they changed the naming scheme to Might & Magic: Heroes VI for some perceived PR reason. Rolls right of the tongue.
I'm pretty apprehensive about this. They might streamline it too much, though change is better than trying to make a clone of 3 again I guess. There is also Ubisoft's DRM to worry about. Will avoid the game if they haven't abandoned it by then.
Might and Magic: Clash of Heroes for the DS is pretty good btw. It's a puzzle\tactics game with a jrpgish singleplayer. There are HD ports coming for the consoles, though vexingly there's no PC port. It would be perfect for Steam etc.
Also, you guys should check out the King's Bounty games if you haven't already. Most old Heroes players I've spoken to prefer them to V, though I haven't played them myself yet.
I am not sure what you are talking about. HoMM5 is far superior than HoMM3. The mechanics in HoMM5 is better, racial identities are clearer, and there are more strategies in HoMM5 (in HoMM3 you pretty much have to have Earth Magic and Wisdom or your hero is pretty much doomed). There are basically less "cheese" in HoMM5. Overall, HoMM5 was pretty much a superior remake of HoMM3.
I never get wisdom and i usually pwn every game
i played every HoMM and the 3 is WAAY better then any others. sometime, me and my friends play on huge map that takes about 2-3 days to finish a game. the 5... its like totally a different game. i was really disappointed when i played the 5
I remember playing HoMM 3 hotseat on the one computer everyday after school with friends. It was pretty epic fun. Games would last for days. I recall one even lasting us 2 weeks. Hope number 6 can bring back the awesomeness of the game.
Sounds promising, 5th was quite disappointing to me - even more than 4th was. I'll definitely buy it unless they find some way to completely ruin it, lol.
(and yes i'm a strong fan, if u wonder about my name )
(also i find homm1, 2 and 3 equally good as they are all great and even though they have differences, all the differences are good in either way)
Most of the new mechanics look promising, especially the hero development changes. The system in HoMM 5 was...quite terrible. The campaign looks disappointing though, that was the other major aspect of HoMM 5 that sorely needed improvement. And the voice acting as a subset.
I think HoMM 4 had some huge buggs when it was released... I can emember non moving AI or something like that... nver rly played it again after that.. but homm 2 and 3 rly rocked <3 Hope this one will be good as well, will def be checking it out ^^
I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.
Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.
Wow they removed Wait from the game? This is very disappointing. Especially since HoMM4 initiated the system of simultaneous retaliation.
Let me correct everyone on this. Wait function has been implemented in H5 since day 1. It just didn't have icon you could click (it was under a hotkey). I know this for sure since I only played basic H5 as expansions ruined it for me (first one not as much, but the second one was just dreadful).
Back to H5 initiative system: I have to say I kinda liked it, especially the fact that hero was there too which added a completely new depth to spellcasting. The spells themselves and special traits they got if you went right paths in magic/other skills was great too, and the fact that mass haste etc. were not related to magic skills was another brilliant approach which finally gave combat heroes some chance. Although making luck trigger so often and affect spells was a bit too much.
Overall, I have to say I liked 5, they could remove standard hero attacks from it though.
I think the biggest problem for the series is the huge processing/waiting time when the computer opponents are making their turn. Especially when you're playing 7 other comps. The more computer enemies the more frustrating it is waiting for them to finish their turns. If only they can somehow find a way to work around this problem...
On December 13 2010 20:49 alypse wrote: I think the biggest problem for the series is the huge processing/waiting time when the computer opponents are making their turn. Especially when you're playing 7 other comps. The more computer enemies the more frustrating it is waiting for them to finish their turns. If only they can somehow find a way to work around this problem...
I thought they already do. Have you played HoMM5 before?
On December 13 2010 20:49 alypse wrote: I think the biggest problem for the series is the huge processing/waiting time when the computer opponents are making their turn. Especially when you're playing 7 other comps. The more computer enemies the more frustrating it is waiting for them to finish their turns. If only they can somehow find a way to work around this problem...
I thought they already do. Have you played HoMM5 before?
Did they? I played HoMM5 and with like 6-7 other factions it took so long for them to finish their move. And I mean on the adventure map.
so whats the point of the pretty combat animations? I personally only played the battles you had to apply some thought to win. I dont want my guy to swing for 20 seconds to hit the damn goblin - thats nonsense. Land scape and everything looks too much like disciples 3 to me, as for the artwork, they basically stole most of the creatures from other franchises. Game devs are seriously missing the point of HoMM - its simplicity. Instead of wasting their time with idiotic 3d gimmicks they should make it all hand drawn 2d animation - thats the right way to go.
You know what, I wouldn't even mind if it were just simple sprites and 2-d graphics to make everything go smoother. Why do we have to suffer through 3D graphics and animations? One or two swings are ok - but do we have to actually see spellcasting or movements? If I want to watch pretty pictures I'd play an actual RPG ty. The lure of HOMM series is in the strategy, not in graphics.
On December 13 2010 20:49 alypse wrote: I think the biggest problem for the series is the huge processing/waiting time when the computer opponents are making their turn. Especially when you're playing 7 other comps. The more computer enemies the more frustrating it is waiting for them to finish their turns. If only they can somehow find a way to work around this problem...
Exactly, my computer is decent, yet I cannot play a game with more than 3 AI opponents because every turn after turn 30 or so would take forever.
I loved to play vs 7 AIs in HoMM 3 (with WoG), which never had any wait issues. HoMM 5 waiting time vs AI is worse than hotseat with an old person who uses a touchscreen to play.
On December 13 2010 21:29 disciple wrote: so whats the point of the pretty combat animations? I personally only played the battles you had to apply some thought to win. I dont want my guy to swing for 20 seconds to hit the damn goblin - thats nonsense. Land scape and everything looks too much like disciples 3 to me, as for the artwork, they basically stole most of the creatures from other franchises. Game devs are seriously missing the point of HoMM - its simplicity. Instead of wasting their time with idiotic 3d gimmicks they should make it all hand drawn 2d animation - thats the right way to go.
Have to agree here. Seriously bring the HoMM3 feeling back of which was stolen from me in HoMM4 and 5!
At first I thought "what? someone that actually liked heroes 4?" and then I realised that VI is the number 6 and thought "AWESOME!".
Only major complaints I have about thr 5th game really is the double upgrades that came in the expansion, one version always felt more compelling than the other, never got too involved in the competetive scene... but if you get the choice, why ever pick Arch Angels over Blood Angels?
And the 2nd complaint is that the 5th game for some reason ate alot of memory, after playing for 2 hours and engaging in a huge battle, the lag was unbarable, not to mention if you accidently changed the camera view to a low angle.
whatever happens, the only thing i want is for them to bring back dungeon instead of that generic dark elf crap. seriously, the original dungeon was unique and had a cool feel to it, heroes 5 dungeon felt like it was ripped straight out of warhammer
i dunno i feel like the basic but beautifully drawn cartoonish 2D graphics was what made HOMM so great. It just made you feel like a kid going through an exciting and interactive adventure book.
i just LOVE HOMM3, 4 was awful, 5 was just a bit bad and now i hope this game to be awesome.
can't wait to play it
edit:
On December 13 2010 21:29 disciple wrote: so whats the point of the pretty combat animations? I personally only played the battles you had to apply some thought to win. I dont want my guy to swing for 20 seconds to hit the damn goblin - thats nonsense. Land scape and everything looks too much like disciples 3 to me, as for the artwork, they basically stole most of the creatures from other franchises. Game devs are seriously missing the point of HoMM - its simplicity. Instead of wasting their time with idiotic 3d gimmicks they should make it all hand drawn 2d animation - thats the right way to go.
thats why i still play heroes 3 WOG and never got to like any disciples game. A fast paced 2d game would be much better then pretty shiny graphics.
On December 13 2010 21:35 orgolove wrote: You know what, I wouldn't even mind if it were just simple sprites and 2-d graphics to make everything go smoother. Why do we have to suffer through 3D graphics and animations? One or two swings are ok - but do we have to actually see spellcasting or movements? If I want to watch pretty pictures I'd play an actual RPG ty. The lure of HOMM series is in the strategy, not in graphics.
I once had this idea of creating a HoMM-like game where everything, including the adventure map would look like hand-drawn black & white (sepia and black really, the old scroll effect) 2D animated drawing (a bit like this asian-styled game with fox, Mukami or however it was called, but in 2D). It would be epic.
And as far as combat animations go, I believe what you see in the trailers is on normal speed. I had the same issues with H5 but on fast/fastest it's fine.
On December 13 2010 21:29 disciple wrote: so whats the point of the pretty combat animations? I personally only played the battles you had to apply some thought to win. I dont want my guy to swing for 20 seconds to hit the damn goblin - thats nonsense. Land scape and everything looks too much like disciples 3 to me, as for the artwork, they basically stole most of the creatures from other franchises. Game devs are seriously missing the point of HoMM - its simplicity. Instead of wasting their time with idiotic 3d gimmicks they should make it all hand drawn 2d animation - thats the right way to go.
thats why i still play heroes 3 WOG and never got to like any disciples game. A fast paced 2d game would be much better then pretty shiny graphics.
the mood that disciples 2 creates and the artistic concept of the game rape the whole HoMM series pretty hard. Too bad the game is flawed in every other aspect, stilll only because of the mindblowing drawings I played Disciples 2 just as much as I played HoMM3
HoMM2 and HoMM3 were the best games in the series (yes, I as well have some childhood memories of playing HoMM2 in the hotseat mode with friends...). HoMM5 wasn't bad (not after a failure which was HoMM4) but it could have been so much better (not to mention the shitty campaign imo). I hated it when HoMM4 destroyed what the previous games had built and then HoMM5 did it again.
Also HoMM4 introduced instant unit counterattack during battle which was actually a good thing imo (and because HoMM5 wanted to be the new HoMM3 this change didn't make it into the game). Too bad this won't be included in HoMM6 as well... and I can't stand the battlefield still being squares (bring back the hexagons from HoMM1-3).
The video also looked a bit Final Fantasish to me.
It might be a good sequel to HoMM5 but it doesn't look like it'll be nowhere near its predecessors imo. I miss the old NWC days...
I can already see that my comp will load minutes between entering and leaving the town..duh..i don't even want to think about a custom game vs 7 comp in the endgame phase
I've only played HoMM5 once (I don't have it), but from what I played it seemed pretty cool. It seems just a tad slow, but maybe I'm just not used to it
HoMM3 is one of my fav games ever, maybe 2nd fav right behind our beloved B-dub. You'd think it's one of those games that only the thinking type would be into, but everyone I've talked to who has played this loves it so much. I played HoMM when I was in like... middle school. I showed the game to a few people that don't even play video games that much (though they do enjoy video games, they just don't play too much) and they absolutely fell in love with it within minutes.
I tried playing HoMM3 on my new computer, but it's not working properly. The sound is weird and I have weird lines running across the screen. I'm gonna go ahead and blame Windows 7, but if HoMM6 comes anywhere close to HoMM3, even if it is inferior in every way, I'm gonna be very happy
Homm 5 was a lot like Homm 3, which was excellent. The return of capitols(4000g per turn), better tiered creatures (with Hordes of the East was it? you could even choose between 2 upgrades available for each creature) etc etc. Overall homm 5 was above-average I would say.
The worst part about homm5 was that there was the campaign... and then nothing else. Sure the campaign was fun, but there was a lot scripted events (like after you capture X , enemy hero Y spawns with army Z and charges you head on). After you finish the campaign, there was nothing to play. The AI was pitifully terribad that it made you cry. On custom maps, it would go try to kill you at the end of week 2. It didn't matter if it was on the other fucking side on an XL map or a small map, end of week 2 = he goes for you with what he's got. Also, the AI couldn't play go jackshit and thus was scripted. When he couldn't afford a building on higher difficulties by a certain date, he would just get it for free.
A big selling point will be the AI for me. I still play Homm 3 on Impossible to this very day, because the AI actually THINKS about what it is doing. If they fuck it up just like they did in homm5 I won't buy this. And judging already by the "10 custom maps on release" thing, it seems like they'll again focus on the campaign leaving the AI dumb ass hell on any other map that isn't part of the campaign.
Unfortunately both IV and V just bored me to death while II and especially III I still love to this day. The fact that they are bringing back so many features of the last good and succesful HOMM game is fantastic and I'm looking forward to playing VI and hopefully I will end up putting it in the shelf next to 2 and 3.
On December 13 2010 23:53 alypse wrote: I just watched the trailer. The music is breath-taking. If they can compose epic scores like this for the game, it will be a must buy for me.
HoMM5 had very decent scores too:
(from 2:08 it's simply epic, I love choruses!)
It's also worth to check out the theme musics for various towns.
The most memorable HoMM theme for me still remains the same though:
Edit: As long as they'll keep Paul Anthony Romero doing their music, they'll be fine.
Heroes IV was awesome, never played V because my pc was too old and when I got a new pc Heroes V was old Did play King's Bounty though, best HoMM ripoff ever. I hope VI will be awesome again!
On December 13 2010 21:29 disciple wrote: so whats the point of the pretty combat animations? I personally only played the battles you had to apply some thought to win. I dont want my guy to swing for 20 seconds to hit the damn goblin - thats nonsense. Land scape and everything looks too much like disciples 3 to me, as for the artwork, they basically stole most of the creatures from other franchises. Game devs are seriously missing the point of HoMM - its simplicity. Instead of wasting their time with idiotic 3d gimmicks they should make it all hand drawn 2d animation - thats the right way to go.
If it's anything like HoMM 5 or the recent King's Bounty games there will be an option in the menu to toggle shortened or even no combat animations. This way people who want the animations (whoever they may be) can have them and those of us that just want quick strategy can turn them off.
On December 13 2010 23:53 alypse wrote: I just watched the trailer. The music is breath-taking. If they can compose epic scores like this for the game, it will be a must buy for me.
Yeah HoMM2's Sorceress' theme is my favourite. Music in Heroes' series was always good (HoMM4's music was one of its strong points) so it's something that I'm not really worried about.
Also someone above mentioned that King's Bounty was a Heroes ripoff... well the original King's Bounty was made by the same guys that made HoMM1-4. It's still a good game despite its age but I doubt it'll run on recent computers since it was made in the days of DOS.
HoMM4 was so fun to play with friends, so many good memories and the soundtrack in the game was awesome, really liked the sand, sea and dirt theme. Sometimes i would stop playing the game and listen the music for a while. Really would want those days back, oh well.
The setting of 1-3 were just so fantastic. 4s setting was alright but the game was done so poorly it didn't matter. I wasn't impressed with 5's setting/story but the gameplay was quite good, maybe even as good as 3's. Hoping this one turns out well. Also hoping that multiplayer is handled well; it's kind of tough to make good multiplayer for a turn based strategy game.
HOMM 3 was -- and still is -- absolutely spellbinding. One of the best games I've ever had the pleasure of playing. Interestingly balanced, re-playable, strategically interesting, and fun!
HOMM 5, on the other hand, I found to be stale and boring. Hopefully the sixth installment can live up to the ante set by the third.
Definitely gonna get this when it comes out. I've been playing King's Bounty lately (was on sale on steam for like 5 bucks), which is pretty heavily "inspired" by the HOMM series. I'm really enjoying that so far, especially the difficulty level in that game. Playing on hard difficulty makes every fight extremely challenging (since army sizes are limited by the leadership stat of your hero) and actually require a lot of tactics to win, compared to HOMM where you can just wait around and stack your army bigger and bigger until you can just roll over anything you encounter.
Why do they keep doing this? They won't make a good Heroes game any more. They certainly won't make it good by rehashing the original concept for the 6th time and adding even fancier graphics. I'm amazed they still get enough sales to cover production costs plus the bare minimum profit.
On a semi-related note, TBS is easily the most stale genre in the industry right now. It needs innovation. Nobody is trying to improve basic gameplay. Nobody is trying to find a good multiplayer solution. HWY? =(
Come to think of it, even Heroes 2/3 didn't really have solid design and balance. But they do have a sort of charm that still makes them adorable. =D
On December 14 2010 09:31 Drowsy wrote: The setting of 1-3 were just so fantastic. 4s setting was alright but the game was done so poorly it didn't matter. I wasn't impressed with 5's setting/story but the gameplay was quite good, maybe even as good as 3's. Hoping this one turns out well. Also hoping that multiplayer is handled well; it's kind of tough to make good multiplayer for a turn based strategy game.
Really? I think the campaign for HoMM4 was really strong.
On December 14 2010 09:51 Talin wrote: Come to think of it, even Heroes 2/3 didn't really have solid design and balance. But they do have a sort of charm that still makes them adorable. =D
Madness. HOMM 2 and 3 had perfectly fine design and balance -- they did patch that goblin hero suicide/re-buy trick eventually. Sure, the game wasn't suited for a competitive environment, but that was part of the fun: getting a super-strong artifact or using some strange strategy to mass a good unit. The game was fun to play single-player or hotseat / LAN with friends, so it didn't really matter that certain units weren't as strong as others -- it added flavor and, as you aptly put it, charm.
Anyway, I do agree that it is doubtful they will make a game that compares to their earlier works, but we can always hope, right?
On December 14 2010 09:51 Talin wrote: Come to think of it, even Heroes 2/3 didn't really have solid design and balance. But they do have a sort of charm that still makes them adorable. =D
Madness. HOMM 2 and 3 had perfectly fine design and balance -- they did patch that goblin hero suicide/re-buy trick eventually. Sure, the game wasn't suited for a competitive environment, but that was part of the fun: getting a super-strong artifact or using some strange strategy to mass a good unit. The game was fun to play single-player or hotseat / LAN with friends, so it didn't really matter that certain units weren't as strong as others -- it added flavor and, as you aptly put it, charm.
Anyway, I do agree that it is doubtful they will make a game that compares to their earlier works, but we can always hope, right?
Agreed. I think a lot of people on this site look down to this game because TL is a website for "PROgaming".
Making myself to reach 200APM just to beat another player is not my definition of "fun" - it's tiring. Turn-based games are very relaxing and enjoyable. Who cares about balance anyways.
I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
I swear to god I played HoMM3 forever and they only gave me Skeletons. Are you talking about HoMM4 or 5?
By the way, even though HoMM5 has Capitol, it's not comparable to HoMM3. Without any other supplements to your income, a Capitol won't support all of your creatures.
In fact, in HoMM3, a Capitol is enough to recruit all weekly creatures from tier1 to tier7. Try that in HoMM5 and you will utterly fail.
Also, I don't upgrade every single creature in HoMM5. It's simply too expensive, so I'd rather move out sooner. In fact, it's very difficult to build all of the unupgraded dwellings in HoMM5.
Even in HoMM3, you don't have to upgrade everything. For example Demons are not worth upgrading as the extra cost only reflect in minor improvements in attack.
Missiles limited by line of sight is already in HoMM4. Seriously though, it sucks. It's rather unpredictable when it works and when it does not. When it does not work in your favour, it can be deadly.
EDIT: I don't agree that certain race should omit a certain tier of units. The game since 3 has the same number of creatures for each faction. I think this balanced design is the best design. However, in HoMM3 - 5, most factions have de facto missing tiers. For example:
in HoMM3: - Bone Dragon is at most tier 6.5; Necropolis doesn't really offer any real tier 7 units. This problem is also in HoMM5. - Genie is at most tier 3.5-4; Academy does not really have a real tier 5 unit. - Minotaur is tier 5.5-6; Dungeon does not really have a real tier 5 unit.
in HoMM4: - Vampires are at least tier 3.5, some people will argue that they are tier 4 units. - Champions are tier 3.5 at most. Angels are not so good either.
in HoMM5: - I really like Shadow Witch. But I think they are tier 5.5 for their low damage and health. - Necropolis' tier 2 and tier 3 are so poor that if they weren't required by Capitol and Castle I would never build their dwellings. Then there is Bone Dragon, as mentioned above. - Priests got pitiful damage. I think they are really tier 4. - Due to the special ability of Goblins, I think they should be tier 0.5.
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
The only thing I did not like about heroes 5 was that the computer turns take FOREVER, even on extremely powerful hardware. Playing RMG with AI was not fun at all due to the absurd time the computers took for their turns.
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
Yes, the numbers grow very large, very quickly, I remember going through one of the standalone games with Tarnum with Expert Necromancy and just rolled through everything with some obscene number of Skels on impossible.
Count me as another person with fond memories of HoMM3, though I've had no real in-depth experience with 4 & 5, so I'll reserve judgement on gameplay. What mostly displeased me in the latter two, and worries me about MMH6, is the art and visuals. 3D is part of it, but mostly it's looking at the units and not being quite sure what to make of them. Much of the charm of the old cartoonish 2D was that you could easily distinguish and name the units: cyclops, manticore, roc, dwarf - they were simply yet expressively drawn, without any superfluous adornments. I haven't touched the game in years (and I really should), but just looking at the name I recall the image.
Regarding HoMM2's influence on 3, I think it was a classic case of not fixing what was not broken. The third game was very much like the second, which was a masterpiece unto itself, and it simply improved on it. Given that we're on a Starcraft forum, we have all probably pondered the results of changing that which is mostly perfect
And since Disciples was mentioned, I must spare a moment to remember just how FRICKIN GORGEOUS that game was. I don't remember a single thing about it (it was very hero-focused, right?), except the beautiful atmosphere and artwork.
On December 14 2010 11:47 Manit0u wrote: I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
Especially once you start getting those +2 life to all units items.
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
Hmm, I was sure it was in heroes 3 + expansions someplace, but of course, my memory could be clouded. It's a few years since I played it last.
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
Hmm, I was sure it was in heroes 3 + expansions someplace, but of course, my memory could be clouded. It's a few years since I played it last.
In Shadow of Death they introduced set items and one of them was called "Cloak of the Undead King" which let you raise zombies, wraiths and liches respectively, depending on your necromancy level. But it was only really useful campaign only. The chances of constructing this artefact in a normal custom scenario game were slim to none when it mattered (early/mid game). You needed boots of the undertaker, vampire cowl, and amulet of necromancy to get construct the cloak. Chances of YOU finding all 3 of these items and assembling it were loltastic. Also, skellies > everything. Sheer number is better than less more powerful shooters. I'd rather have 10K skellies than ~300 liches, kthx. Liches were pitiful actually. Necropolis' creatures were rather slow (bone/ghost dragon's couldn't compete with black dragons, archangels, phoenixes, archdevils, gold dragons in terms of speed) so they rarely got to move 1st. Cast mass haste on your army = type up liches = lol they regret having liches instead of skellies.
Despite that, Manit0u was correct. Necromancy and Diplomacy were broken. If you couldn't straight up kill the neutrals for skellies, you could always have them join you and make skellies out of them in your castle in full number.
I absolutely loved Homm 3. I think the capitols, the broken town portal, everything had a place. Homm 5 managed to replicate a lot of that but like I said the AI screwed it all over anyway.
Homm 6 looks just like homm5 just with a few tiers of units switched up, and a few new units added.
Oh boy, HoMM 6. Like many here, I just love 2 and 3. I still play 3 every now and then, it's just so damn good. I went right back to 3 when I tried HoMM 4, and I just found 5 to be pretty bad, not to mention the ridiculous amount of time I had to wait between turns.
How I wish for a new HoMM game in the good old style.
dude i cant thank you enough for making this thread. i played HoMM 2 when i was a kid but i was too young to ever win and too young to remember, and i've been searching for the game ever since. now i know what it is, <3 :D
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
That's why they had destroy undead as a spell : ) And really Necromancy wasnt that good, there were a lot of earlier talents that helped you along in the long term. Necromancy owned with the "uber set item" of which you talked about though.
On December 13 2010 23:53 alypse wrote: I just watched the trailer. The music is breath-taking. If they can compose epic scores like this for the game, it will be a must buy for me.
Holy... I played from HOMM 3 => 5, but how could I've not noticed these epic music? Maybe because I mostly rushed through the campaigns or too focused on the gameplay. Now go back and listen to them they feel sooo amazing. Thank you Manitou and Sufficiency for opening my eyes @@
just a quick question, does anyone remember any games on the amiga which were similar to homm. i recall playing a game before heroes (perhaps not in terms of release date) which had the same hexagon based side angled combat system. cant remember much more then that, it did have a map view but it was much simpler then homm, dont think their were any castles mines etc. just the combat screen was very close to homm style.
On December 14 2010 21:32 Stone[MB] wrote: just a quick question, does anyone remember any games on the amiga which were similar to homm. i recall playing a game before heroes (perhaps not in terms of release date) which had the same hexagon based side angled combat system. cant remember much more then that, it did have a map view but it was much simpler then homm, dont think their were any castles mines etc. just the combat screen was very close to homm style.
On December 14 2010 10:31 plated.rawr wrote: Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
I'm sorry but you're wrong on this one. Raising Vampire Lords was in HoMM4, not 3. In 3 you had your skellies, upgraded skellies (depending on available slots and your army composition) and liches if you got some uber set item. What was broken with Necromancy (it was banned, along with Diplomacy in every tournament possible) was the fact that with hero specializing in it, you got so many skelingtons (unupgraded ones ofc, you get more of them and it's all about numbers) that you breeze through any opponent. 10 dragons can't be 9k skelingtons, sorry. The rest of your army won't be of much help either. It was very boring style of play as you attacked everything in your path, took critters out of every single on-map dwelling and whatever else you could, just to get as many skeletons as possible (and trust me, this numbers grow pretty fast on some maps) to reach your initial critical mass at which point the snowball effect starts to take place and you don't have to fear any more.
That's why they had destroy undead as a spell : ) And really Necromancy wasnt that good, there were a lot of earlier talents that helped you along in the long term. Necromancy owned with the "uber set item" of which you talked about though.
Actually, the uber set item wasn't so uber. Necromancy rises units according to hp (you get a hp pool from killed enemies and you raise your units from it) and since liches have quite a bit of hp, you rise very few of them. The power of necromancy lay in numbers and you couldn't get more of anything than skellies (which were also powered by sacrifices in your town) and nothing benefitted more than them from easy-to-get items like +1 or +2hp/unit. Diplomacy worked in similar way, some things join you = you get stronger = next group will join you easier = snowball effect. It was more random than Necromancy, but ultimately you could just grab every unit you encounter on the map and no one could catch up in unit count to you. Having nice army + nice defence in every town + powerful secondary heroes is damn strong.
I do get why people are bitching about HoMM4 too, but you have to remember that it did introduce a couple of interesting features: - caravans - either/or system of creature dwellings in town - more skill levels and some pretty interesting skills - cool new spells - interesting new creature mechanics (first strike for example, kind of weaker version of no-retaliation which made sense for weaker units)
who cares about necromancy and all that stuff in HoMM3, just play with Cyra, Rynold or the castle girl with the Bless - they all begin with diplomacy in their skills. If the map is not made so that creatures never join you, you will rape whatever the opponent ,as soon as that adv diplomacy kicks in.
And I disagree about the aggressive play thing - on small maps Stronghold and Fortress are insanely imba, just because they tech so fast to high class units. I was never able to hit perfect 500 points against AIs but the closest I got was 492, small map with Stronghold
On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
On December 14 2010 23:18 Manit0u wrote: On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
On December 14 2010 23:18 Manit0u wrote: On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
its not that easy, beating the AI in 10 days is fine but you need a bit of luck for the graal for that extra 25 points
On December 14 2010 23:18 Manit0u wrote: On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
its not that easy, beating the AI in 10 days is fine but you need a bit of luck for the graal for that extra 25 points
Wasn't there this small map where you start with your castle entirely done with graal already in place? Or perhaps it was a map with just one or two obelisks... Anyway, doable.
On December 14 2010 23:18 Manit0u wrote: On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
its not that easy, beating the AI in 10 days is fine but you need a bit of luck for the graal for that extra 25 points
Wasn't there this small map where you start with your castle entirely done with graal already in place? Or perhaps it was a map with just one or two obelisks... Anyway, doable.
It's a joke on Ready to Go.
1. Pick Conflux with Inetus as your starting hero with bonus item 2. Restart the game until you see him with Expert Wisdom. 3. Day 1, run to magic spring, then go towards center of map. If there's a broken item there, take it via Fly. 4. Day 2, take out any of the opposing towns of your choice via Berserk spell. 5. Win after the first week's worth of troops.
You can't lose any fight, because of Phoenix's speed means you get first cast of Berserk. You can take a Relic level item from mid because of Fly courtesy of Conflux's Grail of all spells. You can choose to creep your hero up to 3 or 4 the first few days also.
On December 14 2010 23:18 Manit0u wrote: On small maps Solmyr is the guy you want. Chain-lightning rapes face in situations where game rarely lasts more than 1-2 months. Go now and get your 500pts
its not that easy, beating the AI in 10 days is fine but you need a bit of luck for the graal for that extra 25 points
Wasn't there this small map where you start with your castle entirely done with graal already in place? Or perhaps it was a map with just one or two obelisks... Anyway, doable.
Having the graal in your castle doesnt give you the points, you have to dig it out yourself
I'm surprised there are so few people that like Heroes IV (well, maybe not that surprised), it's become my favorite due to its focus on heroes. I guess it's perfect since I enjoy RPG's, sometimes I literally just mass heroes, spending all my gold investing in their equipment, skills and whatnot, it's quite fun.
Actually, for this reason it's harder to go back to the older Heroes games, it annoys me how heroes can't be in the fight. Simple stat boosts for combat heroes seems kinda boring.
I do recall the game being pretty broken when it first came out (no multiplayer?), but I suggest anyone that hasn't touched it since, to give it another shot. The graphics, music and all are up to the series' standards, IMO, better than 5 at least (though I prefer 2D)
On December 15 2010 02:33 cordlc wrote: I'm surprised there are so few people that like Heroes IV (well, maybe not that surprised), it's become my favorite due to its focus on heroes. I guess it's perfect since I enjoy RPG's, sometimes I literally just mass heroes, spending all my gold investing in their equipment, skills and whatnot, it's quite fun.
Actually, for this reason it's harder to go back to the older Heroes games, it annoys me how heroes can't be in the fight. Simple stat boosts for combat heroes seems kinda boring.
I do recall the game being pretty broken when it first came out (no multiplayer?), but I suggest anyone that hasn't touched it since, to give it another shot. The graphics, music and all are up to the series' standards, IMO, better than 5 at least (though I prefer 2D)
I really like HoMM4. It you read it carefully I have been pointing out how good HoMM4 is! I just didn't want to put it out there directly because people are going to flame me.
But yea, HoMM4 is awesome. It has the most awesome campaigns and story line - especially the Price of Peace. I wish Blizzard could write SC2 like they did with HoMM4.
On December 14 2010 21:32 Stone[MB] wrote: just a quick question, does anyone remember any games on the amiga which were similar to homm. i recall playing a game before heroes (perhaps not in terms of release date) which had the same hexagon based side angled combat system. cant remember much more then that, it did have a map view but it was much simpler then homm, dont think their were any castles mines etc. just the combat screen was very close to homm style.
I liked HoMM4 too. Not as much as 2\3, but at least it was different. It was extremely buggy at release though, they were forced to ship far too early.
Man, i only played HoMM3 once, but last year my friends and I got into HoMM5's latest expansion Tribes of the East and it's really well done. For those of you that are complaining about the computers turns being too long you can speed up the computer turn speed in the options menu... Those of you who complain the game itself is too slow you can speed everything up in the options menu..
As for gameplay I really like the option to choose between 2 upgrades for each unit because it adds variety to your builds and allows you to counter different factions easier. I played about 20 games with some friends of mine and the balance is pretty fair other than some imba heroes (Wyngaal and Sinitar).
Rushing is still a viable option for might factions so waiting for a capitol isn't the only thing to do.. Exploration is a must because you cant possibly recruit creatures from all dwellings from just capitol income + gold mine.
There are like 50 different artifacts and a plethora of different spells you can have which makes each new game unique and with that said, there is a shitload of thinking involved in picking skills and figuring out what best counters your enemy.
Even though i barely played HoMM3 I can say that i had a lot of fun with this game. Maybe some of you are just too biased to give it a chance.
On December 15 2010 03:24 Bond(i2) wrote: As for gameplay I really like the option to choose between 2 upgrades for each unit because it adds variety to your builds and allows you to counter different factions easier. I played about 20 games with some friends of mine and the balance is pretty fair other than some imba heroes (Wyngaal and Sinitar).
Except that this optional unit upgrades added in TotE aren't really optional. Most of them are a no-brainer picks. That's why I still play vanilla H5 (despite having all expansions, all original and stuff).
Edit: I thought I'll just hijack this post of mine to elaborate on why H4 either/or system was brilliant and why should they keep it.
It created variety and deeper strategy because you could choose one of two dwellings at each tier, each one giving you completely different unit (not just a variation on a unit), requiring different resources etc. It was great because you no longer could do the "catch them all" stuff and was strategically sound for a couple of reasons: - it allowed you to adapt to the resources available - there were more mindgames in PvP (which unit will he choose, what if I counter this one and he went the other one?) - when capturing new town: Should I get the same dwellings here to boost my population or different ones to add variety to my army?
Best feature ever. Especially that it allowed for more "theme" options (as each dwelling-path had certain theme to it and on top of that you get the mixed option).
Edit2: And H4 was the only edition where Black Dragons really felt like ultimate unit, the only highest-tier unit with 1/week growth and priced at 20k gold + 6sulph or something like that/each. Freaking awesome.
On December 15 2010 03:24 Bond(i2) wrote: As for gameplay I really like the option to choose between 2 upgrades for each unit because it adds variety to your builds and allows you to counter different factions easier. I played about 20 games with some friends of mine and the balance is pretty fair other than some imba heroes (Wyngaal and Sinitar).
Except that this optional unit upgrades added in TotE aren't really optional. Most of them are a no-brainer picks. That's why I still play vanilla H5 (despite having all expansions, all original and stuff).
Edit: I thought I'll just hijack this post of mine to elaborate on why H4 either/or system was brilliant and why should they keep it.
It created variety and deeper strategy because you could choose one of two dwellings at each tier, each one giving you completely different unit (not just a variation on a unit), requiring different resources etc. It was great because you no longer could do the "catch them all" stuff and was strategically sound for a couple of reasons: - it allowed you to adapt to the resources available - there were more mindgames in PvP (which unit will he choose, what if I counter this one and he went the other one?) - when capturing new town: Should I get the same dwellings here to boost my population or different ones to add variety to my army?
Best feature ever. Especially that it allowed for more "theme" options (as each dwelling-path had certain theme to it and on top of that you get the mixed option).
Edit2: And H4 was the only edition where Black Dragons really felt like ultimate unit, the only highest-tier unit with 1/week growth and priced at 20k gold + 6sulph or something like that/each. Freaking awesome.
TotE's alternative upgrades are not that much of a no-brainer. Sure, you may argue about certain things such as Arcane Archer being far superior, but there are certain things which clearly have different uses:
- Dungeon's T1 and T6 (melee or ranged? Is invisibility important?) T7 (do you want magic resistance or high damage?) - Haven's T2 (do you want no range penality or high damage point blank?), T3 (do you want offense or defense against ranged units?), T4 (Battle Dive?), T7 (this depends on whether or not you are fighting Undead, and what kind of role you want Angels to play in your army). - Sylvan T4 (heavily depends on what kind of hero you got), T5 (are you using or facing light magic?), T7 (depends on whether or not your hero has high luck) - Inferno T4, T6 clearly have different purposes. - Fortress T4 (they got different uses), T5, T6 (it really depends on if you will run Armageddon), T7 (depends on how defensive you are and how good you are against an army heavy on ranged units) - Academy T4 and T5 serve different purpose. I usually use Archmage in early game and switch to Battlemage in late game due to the log scaling of creature spell power. Both have uses. Genie's uses are fairly obvious. - Stronghold T3, T4, T5, T7 have different uses. I am often torn between some of these choices.
Then there are some alternatives which are almost the same that it's OK to just randomly pick one. Some example of this category include Academy T1, T7 (only the special ability is different... which isn't that great anywas), Necropolis T2, T3, T6, T7 (mostly differ by special abilities, which aren't that strong anyways), Stronghold T1, T2, Fortress T1-T3, Sylvan T1, Inferno T2, T3, T5, T7, Haven T1.
The main problem of HoMM V's gameplay lies not only on the mindless upgrade choices, but on the imbalances surrounding the progression of the heroes' skills and spells. The original intention for the HoMM V skill and spell progression system was probably to allow for more flexibility and versatility (than previous HoMMs) when playing a certain faction. However, in the end, it backfired and actually pigeonholes most of the involved factions even more than the previous HoMMs. The prevalence and domination of Dark Magic (Frenzy and Puppet Master), Light Magic (to counter Dark Magic), and Destruction Magic (as a response to overcome inacccessibility to Dark Magic for certain factions) diminish the importance of creature production and combat management and tactics, which has always been the main appeal of TBS gameplay.
Some problems plaguing the different factions : - Dungeon. Access to both powerful,expensive creatures (high Attack, not-so-high Defense) and powerful Destruction Magic (high Spellpower stat) leaves the faction "confused". The faction was probably intended to be played as a powerful but fragile "might" and "magic" hybrid faction, but hybrid development never really works. Focusing on "might" side without Light Magic access puts them at disadvantage towards other factions both during early game (harder creeping due to fragile and expensive creatures) and late game (can't counter Frenzy and Puppet). In the end, they can only be competitive when played as a full Destruction Magic faction, forgoing the potential of their creature lineup while trying to rush and blast away enemy heroes and their creatures with overwhelming Destruction Magic as early as possible in the game.
- Inferno. Having a creature lineup with somewhat mediocre stats, lack of access to Light Magic (to counter Dark), and poor magic capability (reliable access to Destruction Magic and some Dark Magic BUT abysmal Spellpower stat and mediocre Knowledge stat) also leave the faction somewhat "confused". The mediocre creature and magic capabilities were put in place to curb the apparently-overpowered Inferno's Gating racial in HoMM V during the early development of the game. However, the Gating has been nerfed again and again without any re-boost to both the "might" nor the "magic" side of the faction. The overwhelming advantage provided by the ultimate skill Urgash's Call also doesn't help by pigeon-holing Inferno heroes into taking a very strict and unflexible skill-up path. When a faction depends not on its creature might nor on its magic capability, but on the Destruction-boosted ballista just to try to be competitive not only during creeping but also during hero clashes, now you know something isn't right.
- Necropolis. The combination of Dark Magic access combined with the overwhelming advantage of smart Necromancy abuse on the original (non-expansion) game have caused the developers to do tweaks and nerfs to the system (Dark Energy). However, the major tweaks and nerfs done to the Necromancy racial were not done very well, causing controversial debates and giving rise to an unintended and unwieldy Necropolis gameplay, i.e. low-level hero spam gameplay to try to get the most advantage of the revamped Dark Energy system.
- Haven and Sylvan are rather in somewhat better state. However, that does NOT mean that they have successfully achieved the previously-mentioned TBS gameplay (creature management and combat tactics) well. They are rather saved by more-focused faction design from the beginning of the game and access to Light Magic to protect their creatures mid-late game. Tactics-wise, there are still much stuff to work on for these factions. Haven probably less-so, as it is probably closer to their intended design. However, for Sylvan, the advent of alternative creature upgrades has probably done more harm than good to the faction's tactics and strategy. As for Stronghold, I personally have mixed feeling towards it so can't really comment.
- Academy and Fortress, probably two of the more successful attempt on implementation of their original game design, i.e. more available flexibility on gameplay within a certain faction without compromising the faction's performance or actually robbing them of differing tactics and strategy.
P.S. On a side note, preliminary rumors are hinting that the 4th HoMM 6 faction are going to be Stronghold (or Stronghold-based).
"just a quick question, does anyone remember any games on the amiga which were similar to homm. i recall playing a game before heroes (perhaps not in terms of release date) which had the same hexagon based side angled combat system. cant remember much more then that, it did have a map view but it was much simpler then homm, dont think their were any castles mines etc. just the combat screen was very close to homm style."
i dont think it was disciples or kings bounty having just checked those two games out, but they do both seem pretty good, i might have to give em a try . i think it was on the amiga this game im referring to, and combat screen looked the spittin image of heroes, and the map screen was something more like warlords. i also remember something about cyclopes as well, lol not much to go on i know, but their were definitely cyclopes in the game. pretty sure it wasn’t heroes 1 aswell, although come to think of it, im pretty sure their were cyclopes in heroes 1. it may have been, i dont know but im not gonna give up the search just yet.
ive just finished a game of heroes 3.5 wog the other night, lasted around 8 months was a nice game and really difficult up until a point. i tried to increase the difficulty as much as pos to make the game as challenging as can be, removed some of the spells i thought were imba, added some balance tweaks and stuff.
what i found is that the neutral units and the character creatures were just levelling up outrageously, it kept me on few mines and with minimal exploration for the longest of times and even 8 months in with the map dominated there are still some creatures on the map with ridiculous stats now which i cant face, like 4000+ HP beasts or creatures with +100/+100 attack/defence makes them pretty damn formidable. Anyways, that’s all fun and dandy havin a good challenge tho, i wasnt gettin rolled but was forced to play like a terran on a gold base and the game was gettin quite interesting…
until level 20 characters with 20+ artifacts starting showing up in my tavern, it really started swingin the game drastically in my favour (considering id only managed to scrape 4-5 low level artifacts by this point). Also as soon as i got hold of a town portal spell (i removed fly but i forgot how powerful town portal can be) i was able to secure one castle after another fairly easily, well i say fairly but it was more down to the stupidity of the AI and i was able to control/influence the CPUs movements by judgling my main character around to different castles.
to boil this down, next time i restart, i'm gonna remove town portal, and if its possible i'll look for some ERM script which stops computers high level characters from appearing in my taverns after they die (if u know how to do this please say) to try and make a more balanced game. I’m only really a rookie at this so sorry if this advice comes across as somewhat noob like
ow ye and god does it get frustrating when computer fires a chain lightning then retreats straight after. GRRRR
since there are so many homm 3/wog players here: anybody know how to randomly generate maps with wog but limiting the number of portals? if I generate a map I have like 3-4 portals around me and the enemy shows up in round 2-10..which I find annoying..is there are a way around?
if not, anybody has recommandations for a mappack that includeds m to xl maps which are long (4-6 players) with rpging and all?
On December 17 2010 05:04 Rflcrx wrote: since there are so many homm 3/wog players here: anybody know how to randomly generate maps with wog but limiting the number of portals? if I generate a map I have like 3-4 portals around me and the enemy shows up in round 2-10..which I find annoying..is there are a way around?
if not, anybody has recommandations for a mappack that includeds m to xl maps which are long (4-6 players) with rpging and all?
Not a wog mappack but you can start with Timothy Duncan. "Goldheart" and "Sander's Folly" are epic to the point no other map has reached. "To Kill for Power" was great also. Check the thread: http://heroescommunity.com/viewthread.php3?TID=11805 and then just google the maps or some map site.
Anyway, WoG keeps surprising me. I personally love playing Inferno, so I chose it on some random map. Anyway I see some noob comp hero walk into my lands. "Pff" I think, "only a pack of ghost behemoths, compared to my 25 antichrists". I charge in. 13 ghost behemoths (but 2 swords worth of experience!!! compared to my freshly baked antichrists) Hilarity ensued. The 13 ghostly behemoths proceeded to dismember my antichrists hit after hit after hit. I lost 90% of my army there. In the end I was left with 8 gogs and 165 cerberi which with some incredible luck and morale managed to bite the ghostly behemoths into submission enough so that the comp would retreat D;. Guess the experience is supposed to promote a much more aggressive play style than I anticipated. It truly is a fearsome mechanic.
I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.
Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.
Wow they removed Wait from the game? This is very disappointing. Especially since HoMM4 initiated the system of simultaneous retaliation.
Let me correct everyone on this. Wait function has been implemented in H5 since day 1. It just didn't have icon you could click (it was under a hotkey).
Whew, you scared me there. I could almost not believe that they would remove the wait system from HoMM.
Blah, I LOVED HOMM 1 2 and 3, 4 was alright but on the lower end. And 5 was horrible, I really didn't like 5. I feel like they are missing the point with this game, you know, all these pretty graphics, 3D environment and creatures. I really don't like how they completely destroyed the appeal of the terrain in this game. I remember when in HOMM3 it was actualy exciting to just ride around looking for chests, items etc.. I feel like with 5 they made the terrain boring, I dunno what it is, but it just looks like a FF game to me. They need to spend their time on the actual gameplay instead of trying to make this game look pretty, there is a reason why people still play homm3 =/. Campaigns in 5 were atrocious rofl, I wonder how bad this game is going to be. Rright now, not interested at all.
I totally agree with u. HoMM 5 just didn't felt right. I tried two times to like it, but it just didn't happen. 4 was pretty bad, too. When we play some duels in LAN we still stick to HoMM 3 and i don't know how part 6 can be better in any way, but i will definately try it.
Wow i didn't realize that they were making a sixth one, although I guess I shouldn't be surprised given this game's history and all.
I played all of the games except 2 i think, and I'm only saying that because I don't remember it at all.
I think I liked 4 the best I thought. The ability to use melee heroes as part of combat was an awesome addition and I think that they really took a step backwards by making heroes static and unhittable in 5. I thought that the variety of spells was also cool as well, and the necessity to synergize 2 or 3 heroes along with you army added a lot of strategy to the game that the previous ones simply didn't have. although 3 was good and 1 was quite good at the time, I'm not a huge fan of 5 since I feel they generally took steps backward, although I'm a fan of the 3D graphics, despite the fact that I may be in the minority in that department.
I'm really interested to see what ubisoft does with HoMM 6. Definitely excited to see how it progresses.
In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.
I don't know if anyone will get this but restarting the map until your hero has logistics? (I did it on impossible)
Lulz.. It wasn't THAT hard to win impossible if themap had a good seed and was big enough.. You didn't really have to abuse the system like that.. Umm.. You just had to have Diplomacy on your main
Follow the link at the bottom of OP for details. I must say I like their aztec-like theme, brings some freshness while keeping it wild. Not sure if the name "Stronghold" suits it well though.
What do you guys think. I was a HUGE fan of 2, then 3 back in the day. But since then Ive played a bit of 4 and 5 and found neither very good. In their defense I didn't really give them much of a shot.
Are 4 or 5 worth playing at all? If so what one is better? I'm thinking of just reinstalling 3 for nostalgia.
On December 22 2010 20:02 Barett wrote: What do you guys think. I was a HUGE fan of 2, then 3 back in the day. But since then Ive played a bit of 4 and 5 and found neither very good. In their defense I didn't really give them much of a shot.
Are 4 or 5 worth playing at all? If so what one is better? I'm thinking of just reinstalling 3 for nostalgia.
Well, HOMM 4 was pretty terrible in my opinion. Heroes' development, units, even artifacts felt lackluster. HOMM 5 on the other hand felt like a worthy heir of homm 3. There was tons of stuff I loved about that game: - the new skill system - amount and uniqueness of the fractions (especially after the two expansions) - the variety of units - the change in the combat system The campaign is the only thing I cannot comment about since I didn't really play it, but I know that a friend of mine was delighted with it.
Try H4 if you'd like to check out something different. Whether you'll like it or not is entirely up to you (views on it are in extreme ranges of both love and hate without much middleground). H5 is basically H3 with revamped graphics and combat system, pretty poor AI but rather enjoyable all in all.
The best thing to feel Heroes-like nostalgia while playing an absolutely awesome game would be getting yourself Disciples II. This game is the pinnacle of the genre in my opinion.
Not really On Topic but: I tried for the last hour or so to find a downloadable HOMM III(on a legal way) but couldn't find any. Weird. So I decided to give HOMM V a try, purchased it through Steam but then messed up my banking PIN three times in a row(such a retard...) so my account got closed. Of course the bank has already closed and I can't reach anyone at the customer service. FML I blame my university though, because I always get overhyped for some games I usually just find good or ok when I have to write some papers. Last time I was busy I bought Civ 5 and played it 3 times with Persia and then put it on the shelf where it still is.
On December 23 2010 01:46 Mavkar wrote: Not really On Topic but: I tried for the last hour or so to find a downloadable HOMM III(on a legal way) but couldn't find any. Weird. So I decided to give HOMM V a try, purchased it through Steam but then messed up my banking PIN three times in a row(such a retard...) so my account got closed. Of course the bank has already closed and I can't reach anyone at the customer service. FML I blame my university though, because I always get overhyped for some games I usually just find good or ok when I have to write some papers. Last time I was busy I bought Civ 5 and played it 3 times with Persia and then put it on the shelf where it still is.
I can't believe you don't know about gog! DRM free, updated to work on modern OS, same price regardless of region and you often get extra downloads like soundtracks, art etc. Only thing I don't like is sometimes the prices are too high(and I think 10$ is the max, meaning no DRM free newer games), and sales are not that great. The first 3 heroes games are on sale now:
On December 23 2010 01:46 Mavkar wrote: Not really On Topic but: I tried for the last hour or so to find a downloadable HOMM III(on a legal way) but couldn't find any. Weird. So I decided to give HOMM V a try, purchased it through Steam but then messed up my banking PIN three times in a row(such a retard...) so my account got closed. Of course the bank has already closed and I can't reach anyone at the customer service. FML I blame my university though, because I always get overhyped for some games I usually just find good or ok when I have to write some papers. Last time I was busy I bought Civ 5 and played it 3 times with Persia and then put it on the shelf where it still is.
I can't believe you don't know about gog! DRM free, updated to work on modern OS, same price regardless of region and you often get extra downloads like soundtracks, art etc. Only thing I don't like is sometimes the prices are too high(and I think 10$ is the max, meaning no DRM free newer games), and sales are not that great. The first 3 heroes games are on sale now:
RAM: minimal (recommended) 1 GB for Windows XP and 1.5GB for Vista / Windows 7 (2 GB)
VIDEO CARD: minimal memory/directX version (optimal memory/directX version) 512 MB, DirectX 9.0c (1 GB, DirectX 9.0c)
DIRECT X®: DirectX® version DirectX 9.0c 2008 November (included on disc)
DVD-ROM DRIVE: DVD 8x (DVD 24x), needed only for installation
SOUND CARD: DirectX 9.0c compatible (recommended)
HARD DISK: 8 GB
PERIPHERALS: Mouse, keyboard
MULTIPLAY: 128 kBit/s upstream
======================================== "SUPPORTED VIDEO CARDS AT THE TIME OF RELEASE"
First list to be completed : - Minimal: NVidia GeForce 8600GTS, ATI Radeon HD 2600XT, both with 512MB of VRAM - Recommended: NVidia GeForce 8800GTX, ATI Radeon HD 3870 both with 1 GB of VRAM
The video card has to have/support: - Minimum 512 MB of Video RAM - Vertex Shader 3.0 - Pixel Shader 3.0 - Vertex Texture support with R32F or R16F format - Render Target support with R32F and G16R16F format
I hope this doesn't keep the lame HoMM5 races. I want my Troglodytes, Harpies, Medusae, Manticores, Pegasi, Gnolls, Basilisks, Dragonflies, Gorgons, Lizardmen, Hobgoblins, Nagae and Efreeti instead of gay elves, gay dark elves and a bunch of boring tribe cities. Apart from that the race design reeked of Warhammer Fantasy.
Another thing about HoMM5 which bugged me was that the skill wheel was way too complex, resulting in a large part of it being obsolete due to internal imbalance. Most of the heroes' abilities were also incredibly useless (Inferno LOL). I really enjoyed Necropolis and Academy because they stayed true to their HoMM3 counterparts.
HoMM4 was just horrible.
So yeah if its mostly like HoMM3 with some of the better ideas from HoMM5 I'll definitely get this.
they do still require an Internet connection to authenticate the game on start-up.
Oh, pre-orders started on steam, release date may. BS already apparent: Have to pre-order to get beta access, which I guess is nothing but a marketing tool given the release date. Have to pre-order to get all content once the game is done. Have to buy a "digital deluxe edition" to get all content(extra heroes and a map even). Price is 50\55€, no doubt far higher than physical copies will be.
Store page doesn't mention DRM, but steam often omits such information. These trends are so depressing..
I pretty much stopped following what happened with heroes after 3DO went bankrupt, last game I played was Heroes 4 and I can't even remember if the story was linked to previous ones anymore.
I liked how all the old M&M and Heroes were practically more or less linked, wheter it was the areas or the persons.
Are the new ones any good? I remember MM9 being pretty bad along with Heroes 4, so many pointless change with few good ones.
On March 12 2011 07:14 Jimmy Raynor wrote: I like the game so far but the factions disappoint me. I really liked the dwarf faction in Heroes 5. Also no dungeon faction?
Do not look like any dungeon no, and also liked the dwarf faction a lot. But Naga seems pretty cool aswell so i guess it is fine.
On March 12 2011 07:14 Jimmy Raynor wrote: I like the game so far but the factions disappoint me. I really liked the dwarf faction in Heroes 5. Also no dungeon faction?
I wouldn't be disappointed. It's highly likely dwarf faction will come in expansion. You know how these things go
On March 12 2011 04:21 myIRE wrote: The game looks meh, I feel like the whole 3d environment didnt help it all, liked it when it was homm3
Yeah, same here. I'm secretly hoping somebody makes some sort of FreeHeroes open source community remake (like they've done with Civilization and Master of Orion already).
Balance and multiplayer gameplay tweaks of either homm2 or 3 would be awesome.
Tho, I'm always hesistant to buying Ubi games these days... Thier DRM is utter crap... If the games themselves weren't so damn good, I would've boycotted them after AC2...
On March 12 2011 06:23 NeonFlare wrote: I pretty much stopped following what happened with heroes after 3DO went bankrupt, last game I played was Heroes 4 and I can't even remember if the story was linked to previous ones anymore.
I liked how all the old M&M and Heroes were practically more or less linked, wheter it was the areas or the persons.
Are the new ones any good? I remember MM9 being pretty bad along with Heroes 4, so many pointless change with few good ones.
4th was preatty crap, I think most people agree on that. 5th game I quite enjoyed, I'd put it on par with the 3rd game, but you'll always come across people who think that 3rd game was perfect in every way, and nothing can ever compare to that. =)
On Steam itself it says: Steam Exclusive Pre-Purchase Offer Pre-Purchase and receive access to the beta when it becomes available Edge of Chaos: The Edge of Chaos is a sword created by Arch-Demon Nebiros that ensures its bearer pure luckiness. Akasha: Commander of the sacred isle, Akasha is a fanatic follower of Dragon Godess Shalassa.
I don't know exactly why you would be psyched over beta access to a game that was supposed to be released on that day. I'm not a stranger to delays, but this game took in pre-orders with a fix release date and backed off 3 months <.<
Lost faith in the series a while back, so I don't know how to feel about this one...
On June 02 2011 21:59 Furycrab wrote: I don't know exactly why you would be psyched over beta access to a game that was supposed to be released on that day. I'm not a stranger to delays, but this game took in pre-orders with a fix release date and backed off 3 months <.<
Lost faith in the series a while back, so I don't know how to feel about this one...
Having a release date pushed back is not necessarily a bad thing, it means they have more time to make the game better. Why should that hamper my excitement to play a beta?
I don't think it's possible to be impressed by isometric graphics. Unless it's really good 2d spritework and prerendered backdrops, but nowadays everybody makes games in 3d.
It's not that the release date was pushed back that pisses me off. It's that it was a steam featured sale for a very good amount of time (while on the subject, I'm getting a bit annoyed when 4-5 pages of the featured is a game that isn't even out yet). With a release date... Then probably something happened that would make a spring release not quite work, so they just decided to go for the Fall release.
I don't think that this is going to be a bad thing for the game, but I just don't think this is the kind of thing we should be "ok" or even hyped about... I was maybe a week or two away from considering pre-ordering it myself, and had I ordered the game and had they pulled that stunt on me... You can be certain that I would be calling up Valve customer support for a refund.
Also I'm not sold on the whole Beta access if you pre-order, it puts you in a place where they might refuse to refund a pre-order even if as you see it shape up it becomes clear it might be terrible. Anyone who got involved in Elemental: War of Magic knows how that "could" turn out. *
*In it's defense I didn't try to cancel my pre-order, but I probably should have and I wonder what they would have said/done.
On June 03 2011 00:47 Furycrab wrote: It's not that the release date was pushed back that pisses me off. It's that it was a steam featured sale for a very good amount of time (while on the subject, I'm getting a bit annoyed when 4-5 pages of the featured is a game that isn't even out yet). With a release date... Then probably something happened that would make a spring release not quite work, so they just decided to go for the Fall release.
I don't think that this is going to be a bad thing for the game, but I just don't think this is the kind of thing we should be "ok" or even hyped about... I was maybe a week or two away from considering pre-ordering it myself, and had I ordered the game and had they pulled that stunt on me... You can be certain that I would be calling up Valve customer support for a refund.
Also I'm not sold on the whole Beta access if you pre-order, it puts you in a place where they might refuse to refund a pre-order even if as you see it shape up it becomes clear it might be terrible. Anyone who got involved in Elemental: War of Magic knows how that "could" turn out. *
*In it's defense I didn't try to cancel my pre-order, but I probably should have and I wonder what they would have said/done.
I can understand the beta access for pre-order part (I myself also own a copy of Elemental due to this). However, being mad about a game you pre-ordered having it's release date pushed back is silly. It's the nature of the industry and it's been happening for a while. There was an image circling the internet of a dude's pre-order receipt for Duke Nukem Forever from the late 90s for crying out loud. A couple extra months of waiting is nothing to get angry about.
On June 03 2011 00:47 Furycrab wrote: It's not that the release date was pushed back that pisses me off. It's that it was a steam featured sale for a very good amount of time (while on the subject, I'm getting a bit annoyed when 4-5 pages of the featured is a game that isn't even out yet). With a release date... Then probably something happened that would make a spring release not quite work, so they just decided to go for the Fall release.
I don't think that this is going to be a bad thing for the game, but I just don't think this is the kind of thing we should be "ok" or even hyped about... I was maybe a week or two away from considering pre-ordering it myself, and had I ordered the game and had they pulled that stunt on me... You can be certain that I would be calling up Valve customer support for a refund.
Also I'm not sold on the whole Beta access if you pre-order, it puts you in a place where they might refuse to refund a pre-order even if as you see it shape up it becomes clear it might be terrible. Anyone who got involved in Elemental: War of Magic knows how that "could" turn out. *
*In it's defense I didn't try to cancel my pre-order, but I probably should have and I wonder what they would have said/done.
I can understand the beta access for pre-order part (I myself also own a copy of Elemental due to this). However, being mad about a game you pre-ordered having it's release date pushed back is silly. It's the nature of the industry and it's been happening for a while. There was an image circling the internet of a dude's pre-order receipt for Duke Nukem Forever from the late 90s for crying out loud. A couple extra months of waiting is nothing to get angry about.
To me it's not a standard of the industry. If some guy decided to be an idiot and pre-ordered early from some random retailer that just took his money early, than ya there is some precedent. However with digital distribution, I feel a more direct contact with the devs and if you felt you could deliver something on some date took the money from a ton of people, then decided it would be better financially to go for an early fall release than a late spring release, I would be pissed.
Will they improve the game till then? Of course, but if you believe they pushed it back because they couldn't finish the game in time and that it's to make a better game, you are wee bit naive. They did it probably because Pre-orders weren't to impressive and summer sales in the industry are terrible for any dev that doesn't have the luxury of being called Blizzard. So I'm not impressed by this, and will likely wait till reviews come out of the final product <.<.
I played 2 and 3 A LOT but never tried 4 or 5 before today. Just installed 4 and tried to play it but the UI seems confusing as fuck, i have a bad hangover atm though :D
I'm really hesitant about this game. To me, HoMM 3 was the pinnacle of the series. Homm 2 and 5 were good games, but homm 5 had a really really cheesy campaign that I really didn't enjoy. I was never a fan of playing HoMM games in multiplayer just because of the time investment. I usually play custom maps and scenarios to this very day in Homm 3 on hardest difficulty, but the most recent homm (5) had terribad AI for that kind of thing. Since homm 6 is being developed by the same company I don't expect much from the AI (I expect the campaign to be fully scripted and the custom AI to suck balls), so I dunno if this game's worth getting. There are only like 5 castles this time around too...
On June 03 2011 01:22 Latham wrote: I was never a fan of playing HoMM games in multiplayer
then you really should not talk. HOMM is meant to be played multiplayer. the single player game is nothing.
i've played HOMM3 for like 12 years now or whatever and HOMM5 for a few years, and i can 1v7 the equivalent of insane AI without fail every single time in HOMM3 and 1v4 it on HOMM5. i often get raped playing other humans. =)
On June 03 2011 01:22 Latham wrote: I'm really hesitant about this game. To me, HoMM 3 was the pinnacle of the series. Homm 2 and 5 were good games, but homm 5 had a really really cheesy campaign that I really didn't enjoy. I was never a fan of playing HoMM games in multiplayer just because of the time investment. I usually play custom maps and scenarios to this very day in Homm 3 on hardest difficulty, but the most recent homm (5) had terribad AI for that kind of thing. Since homm 6 is being developed by the same company I don't expect much from the AI (I expect the campaign to be fully scripted and the custom AI to suck balls), so I dunno if this game's worth getting. There are only like 5 castles this time around too...
Homm 6 is developed by a different company.
H5 was made by Nival Interactive, a russian company, and produced by Ubisoft. H6 is still being produced by Ubisoft, since they own the franchise, but the developer is Black Hole entertainment.
The thing is that AI, unlike visual design or core gameplay, is something that is almost entirely on the shoulders of the actual developer, the producer has little say in it unless the AI is a part of core gameplay which is not the case here. The only thing Ubisoft should be worrying about is that slow and cumbersome AI was affecting H5's popularity so I think they will pay more attention to it now.
On June 03 2011 01:20 Daray wrote: I played 2 and 3 A LOT but never tried 4 or 5 before today. Just installed 4 and tried to play it but the UI seems confusing as fuck, i have a bad hangover atm though :D
If you liked 2 and 3... I would really recomend you to uninstall 4 asap! =)
That game just felt awful... 5th feels alot more true to the franchise.
i loved the old ones, i still think i got 3 somewhere in my nostalgic cardboard box of nostalgia..lulz
i will definitely buy this, looks promising to i suppose, looks like they removed the hexagon floor board on combat mode, which sucks since i loved the hexagons in 3, o well...square just seems so...cliche for these types of games...anyway cant wait xD unless its alrdy out =.=
On December 13 2010 10:22 N3rV[Green] wrote: If they can really bring the core that was HoMM3 I would be one happy motherfucker.
I mean, I still play hot seat games of HoMM3 with my buddies that last for days and days, always good fun. We tried to make the magic happen with HoMM5...but it just wasn't there.
This
I was a player, tournament administrator, and hot seat fan of Heroes 2 and 3, didnt really play 4, and had a contest + beta tested 5 (and ran the saveheroes.org site) but couldnt really get into 5 .... it lost the magic that 2 and 3 had - I am listed in the credits (though there is a carriage return missing) for Heroes 5 as a beta tester.
That said, if Heroes 6 brings back the draw that made Heroes 3 the awesome game that it still is today, I can see Tournament of Honor picking up a lot of players.
All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
On June 03 2011 00:24 KOFgokuon wrote: I'm not that impressed w/ the graphics =/
honestly, if your that into good graphics, your playing the wrong genre of game..
As a HOMM 3 fan, good graphics are pretty low on the list with respect to how much I'm going to like this game. If the core gameplay is good and if it's as much fun to play as HOMM3, just with more features, that will be plenty for me. I hate when they screw up the core content of a game and instead concentrate on flashy graphics etc. I mean honestly, is anyone playing turn based strategy games for the graphics? it's the strategical aspect that makes the games fun, not the graphics. Sure graphics are a huge deal in other genres like 3D shooters, sports games, racing games, etc, but not so much turn based stategy.. (you could even argue the same for real time, look at all the pros who play SC2 on low settings)
On June 03 2011 00:24 KOFgokuon wrote: I'm not that impressed w/ the graphics =/
honestly, if your that into good graphics, your playing the wrong genre of game..
As a HOMM 3 fan, good graphics are pretty low on the list with respect to how much I'm going to like this game. If the core gameplay is good and if it's as much fun to play as HOMM3, just with more features, that will be plenty for me. I hate when they screw up the core content of a game and instead concentrate on flashy graphics etc. I mean honestly, is anyone playing turn based strategy games for the graphics? it's the strategical aspect that makes the games fun, not the graphics. Sure graphics are a huge deal in other genres like 3D shooters, sports games, racing games, etc, but not so much turn based stategy.. (you could even argue the same for real time, look at all the pros who play SC2 on low settings)
The thing is, HOMM3 has beautiful artwork, even if it is 2D. This is in addition to the wonderful gameplay.
Also, is it too much to ask to bring back hexes in the battle maps? Jeez, that alone would have made 4 and 5 more playable. Squares are just so boring.
On June 29 2011 16:32 True_Spike wrote: townscreens - or rather their complete absence.
That's one of my biggest gripes too.
Question: I haven't played HoMM since the 3rd one where you had to dig and find the grail before you could build it... how the hell do you build the grail in VI?
On June 03 2011 00:24 KOFgokuon wrote: I'm not that impressed w/ the graphics =/
honestly, if your that into good graphics, your playing the wrong genre of game..
As a HOMM 3 fan, good graphics are pretty low on the list with respect to how much I'm going to like this game. If the core gameplay is good and if it's as much fun to play as HOMM3, just with more features, that will be plenty for me. I hate when they screw up the core content of a game and instead concentrate on flashy graphics etc. I mean honestly, is anyone playing turn based strategy games for the graphics? it's the strategical aspect that makes the games fun, not the graphics. Sure graphics are a huge deal in other genres like 3D shooters, sports games, racing games, etc, but not so much turn based stategy.. (you could even argue the same for real time, look at all the pros who play SC2 on low settings)
what? Is it that big of a deal to expect SOME level of change since HOMM5??
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
Heroes 5 is in the same ballpark as Heroes 4, and 2(and slightly above heroes 1 and heroes chronicles). That is, it is a good game, no mistake. However it is not an excellent game, nowhere near genre culminating, like Heroes 3 is. That is, according to gamespot user rankings, which are the most objective criterion possible to establish for ranking games.
On June 30 2011 09:39 Kiarip wrote: Personally I liked the second 1 the most.
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
Yeah, good thing no one ever uses the Capitol building path at most, one gets town hall for bonus gold, but after that its all unit buildings, all action, baby. Heroes 3 suits wonderfully for optimised gameplay. Though yes, in terms of user rankings, 3 is easily the highest ranked of the games.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
Can you increase the animation speed of units in the combat area? I played the 2 map tutorial at DH and was annoyed with how slow the combat played out after I ordered an action (options disabled in that version). Sending the healer to attack something and triggering a crit probably took 20 seconds until it was over...
theres this annoying glitch with alt tabs and the mouse cursors accuracy that kills the game for me so far That aside, hexagonal battle (erm spots? shapes?) and a better town view would be cool And the ability selection screen seems so ... unwieldly... i think i preferred the random element
I've only played 3 and recently (last week) got 5 for nostalgia reasons. The only thing that really let me down was aesthetics. Maybe it's because i haven't ever played 3 when i was older then like 12, where i only cared about "LOL I HAVE 300 GHOST DRAGONS RAWR" but i really miss the unique feel each race had. there was something in every faction that made me want to play them. The loss of units like Troglodytes, beholders, behemoth (maybe i just haven't seen some of these in 5 yet) really upsets me.
And the city views suck in 3d. It's hard to look at a max city in 5 and feel like the king of a huge fucking war city. I never know what any of the buildings look like =[
edit: oh right i came in this thread initially to ask if the demo for 6 had any multiplayer functionality at all, or a game mode that lets you set race/alliances to whatever you want instead of being locked in to teamsizes/faction
I played III, IV and V. I had the most fun with V, because it was streamlined. Most things are straightforward, but there's still a strategic depth in and out of combat. The second add-on balanced what was overpowered, and added more options.
The only things I disliked about V are the AI - cheating doesn't even begin to describe it - and the randomness in what spells your towns have. So, if VI fixes that, I'm buying it. If it keeps those mistakes - I'm buying it. Because it would still be a blast to play.
On July 02 2011 03:44 ChrisXIV wrote: The only things I disliked about V are the AI - cheating doesn't even begin to describe it - and the randomness in what spells your towns have. So, if VI fixes that, I'm buying it. If it keeps those mistakes - I'm buying it. Because it would still be a blast to play.
As far as I know you pick spells as you level up in this game?
I came to this thread because i was curious about people's opinions and instead i get to read tons of elitist posts saying why H2 or H3 or H4 or H5 was the best of the series. The only posts on topic were about town screens.
So does anyone have opinion about how the game in beta looks so far? (Unbiased opinion pls, try to pretend that H1-H5 never existed)
On July 04 2011 18:53 Kaniol wrote: I came to this thread because i was curious about people's opinions and instead i get to read tons of elitist posts saying why H2 or H3 or H4 or H5 was the best of the series. The only posts on topic were about town screens.
So does anyone have opinion about how the game in beta looks so far? (Unbiased opinion pls, try to pretend that H1-H5 never existed)
Pretty good, important points (that are certain):
Only 3 resources (wood ore and crystal): Better IMO, you could be screwed on some resources quite badly in other heroes (because of strong creature protecting that mine, or that mine being the most far away, luckily upgraded marketplace had your most important resource) Heroes don't learn spells randomly, you can choose with ability points (like it, some heroes were absolute crap if you didn't have certain spells) The random skill system is gone, it's just a skill tree now. (dislike it, liked that you were sometimes forced to use other skills than you would have liked. Also there is a chance that some skills/spells are so good that every hero will want them) No double upgrades (dislike, but that may come in an expansion like the last game) No decent townscreen (don't care)
watch the youtube vids of totalbiscuit and the yogscast. You can draw more conclusions from those.
I really like how Heroes VI is looking, I like most of the improvements a lot. It seems like the developers are trying to reduce the amount of luck (No more random abilities/skills, less different resources) in the game, which I think is beneficial to the game's playability.
I can't recall the difference between Homm3 and homm 5 initiative system, so it's hard for me to comment on whether that is good or not. I remember V's system was good though.
I also heard that they are making remakes of old heroes songs to the game, which is amazing as well. I really hope they have this song included:
On July 04 2011 19:41 Vapaach wrote: I really like how Heroes VI is looking, I like most of the improvements a lot. It seems like the developers are trying to reduce the amount of luck (No more random abilities/skills, less different resources) in the game, which I think is beneficial to the game's playability.
I can't recall the difference between Homm3 and homm 5 initiative system, so it's hard for me to comment on whether that is good or not. I remember V's system was good though.
I also heard that they are making remakes of old heroes songs to the game, which is amazing as well. I really hope they have this song included:
Hero 3 system had basically turns, where the fastest units act earlier in the turn, and the slower later. But each unit acts once a turn. If you wait, the fastest waiting units act last in the turn.
In Heroes 5, you had an initiative list, and faster units not only mover earlier, they also move more often than slower units. Waiting puts you back half one of your turns in the initiative slider. This for example also means that slowed zombies basically never act.
On July 04 2011 19:41 Vapaach wrote: I really like how Heroes VI is looking, I like most of the improvements a lot. It seems like the developers are trying to reduce the amount of luck (No more random abilities/skills, less different resources) in the game, which I think is beneficial to the game's playability.
I can't recall the difference between Homm3 and homm 5 initiative system, so it's hard for me to comment on whether that is good or not. I remember V's system was good though.
I also heard that they are making remakes of old heroes songs to the game, which is amazing as well. I really hope they have this song included:
Hero 3 system had basically turns, where the fastest units act earlier in the turn, and the slower later. But each unit acts once a turn. If you wait, the fastest waiting units act last in the turn.
In Heroes 5, you had an initiative list, and faster units not only mover earlier, they also move more often than slower units. Waiting puts you back half one of your turns in the initiative slider. This for example also means that slowed zombies basically never act.
In that case, I actually think I like the Heroes 3 system more, it seems more balanced to me ^^
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
Heroes 5 is in the same ballpark as Heroes 4, and 2(and slightly above heroes 1 and heroes chronicles). That is, it is a good game, no mistake. However it is not an excellent game, nowhere near genre culminating, like Heroes 3 is. That is, according to gamespot user rankings, which are the most objective criterion possible to establish for ranking games.
On June 30 2011 09:39 Kiarip wrote: Personally I liked the second 1 the most.
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
Yeah, good thing no one ever uses the Capitol building path at most, one gets town hall for bonus gold, but after that its all unit buildings, all action, baby. Heroes 3 suits wonderfully for optimised gameplay. Though yes, in terms of user rankings, 3 is easily the highest ranked of the games.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
yeah but if you make the map big enough or make the creatures strong enough that won't be the right way to play anymore.
Anyways the point is that it's unnecessary, it doesn't matter people actually play game, they obviously work around it in a way that makes it more playable, but it still has some shitty features.
Plus let's not forget a bunch of useless-ish secondary skills they added.
On July 02 2011 02:35 xarthaz wrote: The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
That might very well be a noob style gameplay. I never played in any way competitively, as hotseat was my cup of tea. Still though, I don't see the wrong in going tavern > creature > creature > town hall > city hall > creature > creature into dwelling. Already this first week gives twice the income of Heroes 2 while giving a heavy pool of units for the first dwelling, which again removes some of the incentive of exploring outside of your safe pocket. This also gives your first hero double army (from tavern army swap) as well as a secondary exploration hero at day 3 with standard army of double creature structure - plenty of units to explore and reap easy resources and weak stacks untill the first dwelling while still focusing on the turtle focus of the game the increased income gives.
As far as I see it, the difference in build order is pretty much like going factory expand instead of 1 1 1 in a tvt - one gives you better economy and pays off if you can survive a short while longer. City hall and Capitol feels to me like giving a player in starcraft four times the minerals at their main, which makes expanding that much less important.
Anyhow, heroes 6 looks interesting. TB's vid showed a lot of glitches, and unfortunately I'm too jaded to attribute it all to beta flaws. How the new skill system and reduced mineral variety will work, I've got no real opinion on, as it should probably be tested extensively before being commented on. The return of linear unit progression sounds meh. The animated town video looks pretty ugly, and the back-and-forth panning annoys me, so I'm not very fond of this at all.
It seems like a step back from 5, but we'll see. I'll defiantely buy it in any case.
On July 02 2011 02:35 xarthaz wrote: The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
That might very well be a noob style gameplay. I never played in any way competitively, as hotseat was my cup of tea. Still though, I don't see the wrong in going tavern > creature > creature > town hall > city hall > creature > creature into dwelling. Already this first week gives twice the income of Heroes 2 while giving a heavy pool of units for the first dwelling, which again removes some of the incentive of exploring outside of your safe pocket. This also gives your first hero double army (from tavern army swap) as well as a secondary exploration hero at day 3 with standard army of double creature structure - plenty of units to explore and reap easy resources and weak stacks untill the first dwelling while still focusing on the turtle focus of the game the increased income gives.
As far as I see it, the difference in build order is pretty much like going factory expand instead of 1 1 1 in a tvt - one gives you better economy and pays off if you can survive a short while longer. City hall and Capitol feels to me like giving a player in starcraft four times the minerals at their main, which makes expanding that much less important.
Anyhow, heroes 6 looks interesting. TB's vid showed a lot of glitches, and unfortunately I'm too jaded to attribute it all to beta flaws. How the new skill system and reduced mineral variety will work, I've got no real opinion on, as it should probably be tested extensively before being commented on. The return of linear unit progression sounds meh. The animated town video looks pretty ugly, and the back-and-forth panning annoys me, so I'm not very fond of this at all.
It seems like a step back from 5, but we'll see. I'll defiantely buy it in any case.
Unit skills are pretty great though, reminds me a bit of the combat of the King's Bounty games, which did combat fairly well.
On July 02 2011 02:35 xarthaz wrote: The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
That might very well be a noob style gameplay. I never played in any way competitively, as hotseat was my cup of tea. Still though, I don't see the wrong in going tavern > creature > creature > town hall > city hall > creature > creature into dwelling. Already this first week gives twice the income of Heroes 2 while giving a heavy pool of units for the first dwelling, which again removes some of the incentive of exploring outside of your safe pocket. This also gives your first hero double army (from tavern army swap) as well as a secondary exploration hero at day 3 with standard army of double creature structure - plenty of units to explore and reap easy resources and weak stacks untill the first dwelling while still focusing on the turtle focus of the game the increased income gives.
As far as I see it, the difference in build order is pretty much like going factory expand instead of 1 1 1 in a tvt - one gives you better economy and pays off if you can survive a short while longer. City hall and Capitol feels to me like giving a player in starcraft four times the minerals at their main, which makes expanding that much less important.
Anyhow, heroes 6 looks interesting. TB's vid showed a lot of glitches, and unfortunately I'm too jaded to attribute it all to beta flaws. How the new skill system and reduced mineral variety will work, I've got no real opinion on, as it should probably be tested extensively before being commented on. The return of linear unit progression sounds meh. The animated town video looks pretty ugly, and the back-and-forth panning annoys me, so I'm not very fond of this at all.
It seems like a step back from 5, but we'll see. I'll defiantely buy it in any case.
again, city hall in the first week is rarely used - perhaps in impossible difficulty or unusual maps but in regular competitive gameplay city hall and capitol are week 2-3 business. And making a lot of heroes in the first days of the game and aggressively exploring, chaining and conquering is the core of the gameplay. Turtling around starting area waiting for gold building and unit dwelling is sure way to lose game. I recommend reading the heroes community - it has a ton of knowledge on the subject.
I'm genuinely curious, so please explain to me why, then? Isn't getting the city hall (and its increased income) more important than getting non-creature buildings, to maximize income? Or do the competitive players follow some elaborate strategies that takes blacksmiths, level 1 mage guilds etc into consideration?
Got any competitive youtube vids, by the way? Would be interesting to see.
The finals in 2010 were streamed, there are vods available: http://heroescommunity.com/viewthread.php3?TID=32543&pagenumber=2 With the advent of modern micro, things are possible that once were not, similarly to starcraft. Heroes' combat ability is so good that they are efficient at getting treasure, especially with the strong creatures from home town.
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
Heroes 5 is in the same ballpark as Heroes 4, and 2(and slightly above heroes 1 and heroes chronicles). That is, it is a good game, no mistake. However it is not an excellent game, nowhere near genre culminating, like Heroes 3 is. That is, according to gamespot user rankings, which are the most objective criterion possible to establish for ranking games.
On June 30 2011 09:39 Kiarip wrote: Personally I liked the second 1 the most.
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
Yeah, good thing no one ever uses the Capitol building path at most, one gets town hall for bonus gold, but after that its all unit buildings, all action, baby. Heroes 3 suits wonderfully for optimised gameplay. Though yes, in terms of user rankings, 3 is easily the highest ranked of the games.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
yeah but if you make the map big enough or make the creatures strong enough that won't be the right way to play anymore.
Anyways the point is that it's unnecessary, it doesn't matter people actually play game, they obviously work around it in a way that makes it more playable, but it still has some shitty features.
Plus let's not forget a bunch of useless-ish secondary skills they added.
Incorrect, people in competitive environment use strategies based on how efficient they are, not how playable. The fact that city hall and capital are not built in 1st week is testament to it being inefficient, regardless of valuation of playability
And secondary skills are irrelevant to your point.
On July 06 2011 05:10 xarthaz wrote: The finals in 2010 were streamed, there are vods available: http://heroescommunity.com/viewthread.php3?TID=32543&pagenumber=2 With the advent of modern micro, things are possible that once were not, similarly to starcraft. Heroes' combat ability is so good that they are efficient at getting treasure, especially with the strong creatures from home town.
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
Heroes 5 is in the same ballpark as Heroes 4, and 2(and slightly above heroes 1 and heroes chronicles). That is, it is a good game, no mistake. However it is not an excellent game, nowhere near genre culminating, like Heroes 3 is. That is, according to gamespot user rankings, which are the most objective criterion possible to establish for ranking games.
On June 30 2011 09:39 Kiarip wrote: Personally I liked the second 1 the most.
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
Yeah, good thing no one ever uses the Capitol building path at most, one gets town hall for bonus gold, but after that its all unit buildings, all action, baby. Heroes 3 suits wonderfully for optimised gameplay. Though yes, in terms of user rankings, 3 is easily the highest ranked of the games.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
yeah but if you make the map big enough or make the creatures strong enough that won't be the right way to play anymore.
Anyways the point is that it's unnecessary, it doesn't matter people actually play game, they obviously work around it in a way that makes it more playable, but it still has some shitty features.
Plus let's not forget a bunch of useless-ish secondary skills they added.
Incorrect, people in competitive environment use strategies based on how efficient they are, not how playable. The fact that city hall and capital are not built in 1st week is testament to it being inefficient, regardless of valuation of playability
And secondary skills are irrelevant to your point.
I love how in the game 3 of the videos that you linked, guy goes "gg, shit map, and was offered water 5 times" Is that the equivalent of IdrA of the HOMM3 community?
I realize random plays a huge part in HOMM, but still, funny qq
Trust me, there is soooo much depth to this game that people don't realize. Like unbelievable depth that the developers likely unintentionally added. Been playing for a while and started playing with some guys from the HoMM3 forums- wow did I get schooled hard for a few months, starting to get to grips with it.
Also- camping in your town and trying to mass up will work against noobs/computer. Any competent player will literally run through you by week 3/4. Regardless of how well you teched.
Also got my self the custom map pack from the community if anyone is interested in some of the user maps. Holy shit these single player maps are difficult and fucking good fun. Anyone played Sanders folly? Must have tried that map 50 times and never succeeded, but good fun every time.
I've got like 500 custom maps- many of which are highly rated through out the HoMM3 community- give me a shout if you want the map pack and ill host it.
I would appreciate the map pack greatly. Sander's Folly wasn't too hard if you played aggressively enough, and the last battles are quite doable once you have a few weeks' worth of Mighty Gorgons out of 3 towns . First time through I got absolutely mauled by the red Necro hero... definitely didn't see that one coming.
Any of you guys play WoG for Heroes 3? Setting random map rules and fiddling with some of the settings (eg buffing all of the nigh-worthless secondary skills) lead to some really fun games.
On July 06 2011 05:10 xarthaz wrote: The finals in 2010 were streamed, there are vods available: http://heroescommunity.com/viewthread.php3?TID=32543&pagenumber=2 With the advent of modern micro, things are possible that once were not, similarly to starcraft. Heroes' combat ability is so good that they are efficient at getting treasure, especially with the strong creatures from home town.
OMG I have been trying to find HOMM3 gameplay vids forever. Thank you so much!!!.
Oh man! I just pre-ordered this game so that I could play the demo. The custom map throwback in the demo sold me and gave me waves upon waves of nostalgia and nerd chills. Broken Alliance? HOMM2 music? Words cannot describe how emotional this makes me. I hope they kept the music for the wintry areas...
I played HOMM 2, 3, and 5 extensively (hundreds upon hundreds of gameplay hours each), and I think my favorite was 5. This seems like a really uncommon opinion in this thread, which is shocking to me, since in many other game series my favorite is usually a release early in the series (FFVI, SNES Mario Kart, Warcraft 2, C&C Red Alert, etc.)
Some of the gripes addressed in this thread like townscreens might still be being finalized. This is a beta, after all.
HOMM 2 and 3 still to this day are two of my favorite games of all time. They are true classics like street fighter 2 or starcraft to me. They just did everything right and I still play HOMM 3 to this day and its just as good now as it was then. I played 4 and 5 and thought both of them sucked. HOMM 5 I just hate 3d graphics I do not know how else to put it they are slow, clunky, and awkward looking to me. I know I am in the minority but its just my opinion.
On July 06 2011 11:40 Phaded wrote: Can you do hotseat in the beta? If so then I might just pick this up as a preorder
Yep, hotseat is actually the only way to play multiplayer at all in this beta. It's a 6 player map, so you can do 3v3 or FFA. It's pretty awesome, with all of the 6 factions totally open and playable.
On July 06 2011 05:10 xarthaz wrote: The finals in 2010 were streamed, there are vods available: http://heroescommunity.com/viewthread.php3?TID=32543&pagenumber=2 With the advent of modern micro, things are possible that once were not, similarly to starcraft. Heroes' combat ability is so good that they are efficient at getting treasure, especially with the strong creatures from home town.
On June 29 2011 16:32 True_Spike wrote: All the mistakes from the 5th part of te series seem to have made their way into the 6th, too. My biggest grief so far, though, are townscreens - or rather their complete absence. Towns in HOMM3 were SO gorgeous, I do not understand why it is impossible to reproduce 12 years later without making it look like garbage. What is this obsession people have with 3d graphics? Can't the townscreens at least be 2d if it makes them look FAR better?
Also, it strikes me as odd that musical scores are nowhere near as good as they ware more than a decade ago.
HOMM3 is the best in the series by far even by todays standards, in my opinion. I hope 6 will be at least half as good.
What are the mistakes of the 5th you are speaking about?
I thought the 5th was a great game, very similar to the 3rd, overall it felt like thesame game.
The only complaint you mention, is the townscreens, wich the 5th had and were quite good in my opinion. Only played through the tutorial in the 6th so far. Town didn't seem to grow, but you could only buy 1 building in that campaign. Hero leveling seems to have changed to remove all the randomness. UI is clean and easy to grasp... Overall, liking this game alot so far =)
Heroes 5 is in the same ballpark as Heroes 4, and 2(and slightly above heroes 1 and heroes chronicles). That is, it is a good game, no mistake. However it is not an excellent game, nowhere near genre culminating, like Heroes 3 is. That is, according to gamespot user rankings, which are the most objective criterion possible to establish for ranking games.
On June 30 2011 09:39 Kiarip wrote: Personally I liked the second 1 the most.
The third 1 was ok, but it seemed to add too many complications that really just slowed down the game imo. Like the Capitol upgrade path to get full income out of your first town... took really long.
Also the homogenization of units, all of them having upgrades, and no units having 2 upgrades, and etc. Kind of threw it off for me, the 2 types of heroes per castle I wasn't a big fan of either >_> honestly I think apart from having more Castles the third one didn't add anything that was that good over the second one.
Yeah, good thing no one ever uses the Capitol building path at most, one gets town hall for bonus gold, but after that its all unit buildings, all action, baby. Heroes 3 suits wonderfully for optimised gameplay. Though yes, in terms of user rankings, 3 is easily the highest ranked of the games.
On December 14 2010 10:31 plated.rawr wrote: I see a lot of people saluting Heroes 3 as the pinnacle of the series, but I really disagree. The third didn't really create anything new from the second game. Yes, it rehauled the races, yes it "upgraded" (also known as broke) necromancy, yes it added more units, but really, it was in no way superior to heroes 2, gameplay wise. More than anything, it removed racial differences as well as devalued agressive gameplay thanks to the capital income.
The negative changes from 2 to 3 includes - Capital income - Supercharged necromancy - Upgrades for EVERY unit - Terrible Magic Missile-sound!!!!
Capital income encourages turtling on your income rather than agressive expansion and exploring. Yes, you need special resources, but the map makers and random map generators always placed them within your "safe area", meaning you didn't really have to explore past your safe little center of the universe to get what you needed, and since you had 4k income + hero bonus, you'd not have to leave your pocket of perfect safety till you had your home castle pretty much fully upgraded. Stale and static.
A part about the very limited income of 1k was that if your opponent decided to be ballsy and get a gold mine outside his territorry, he'd be outproducing you insanely hard. 1k + 1k is far more significant than 4k + 1k. Lower home income and higher relative potential gain resulted in a far more dynamic and agressive game.
The low income also forces a higher awareness of your army composition. You won't be able to purchase all the dwelling each week, so you need to be very careful in what you choose. Half or more of the dwelling will be left, meaning your choice of composition will be very determinal to your game, causing for more exciting fights than "I have produced for x round, he's produced for y rounds, ergo I win"-borefests.
Supercharged necromancy - with this I mean the scaling unit return (up untill Vampire Lord I think it was?). On grandmaster necromancy you got something like 20% + hero speciality + 10% per necrospire of killed enemies returned in hitpoints as Vampire Lords, who were practically unkillable thanks to lifedrain, no retaliation and Raise Dead. Compare that to Heroes 2 base skeleton only-ressurection, and you can see what was a handy cannon fodder-production ability turned into a gamebreaking powerhouse without equal.
With upgrades available for every unit, the races lost a lot of their uniqueness. With every unit having upgrade potential, all your base unit feels like placeholders, meaning it'll encourage turtling till you've got the upgraded dwelling - "If i go out now, I'll lose 'em since they aren't upgraded to no-retal / max range / crazy defense / no retal / blood drain / face rape / etc". With some units only at one tier, they added phases in the game where one race was more suited for exploration than others. Warlock, for instance, with their centaur at tier 1 and gargoyles at tier 2, were an early agressive race. Fast archer, durable and fast support. In addition, the three upgraded tiers of Dragons really made them unique. The green dragon was good, but weak. If you managed to get your tower to red dragons, they really started to kick ass. Black dragon? Jesus, you must have been agressive to get this much sulfur! But with heroes 3, everything was standardized. "This is your base unit. This is your upgraded unit. The base unit sucks. The upgraded unit is cool. All the races work like this. Turtle some with your capital while you upgrade, kekekekeke."
Oh, and standardized upgrades also meant that whoever attacked got double the disadvantage - enemy castle defenses as well as technology disadvantage from having to move from point A to B without being able to tech the YOU HAVE TO TECH THESE-units compared to his enemy, making it pointless to move out without upgraded units, meaning anything but turtling was pretty much suicide.
Last, but most important - Magic missile? The iconic FYOIIIING sound is what made the spell so great! In heroes 3, it's replaced by some generic magical projectile crap - no whistling silver arrow of awesome anymore!
Heroes 5 is enjoyable as the leveling and skill system has gotten a very nice rework, which is great, but unfortunately, it didn't remove itself from the standardized races and turtle potential. It's unfortunately doubtful they'll return to the things that made heroes 2 so good compared to 3, but it will probably still be a great game.
What WOULD make heroes 6 smell the glory of heroes 2 would be changes such as - Reverted low income, 250 > 500 >1k. - Varied ammounts of upgrades for different races, spaced out intelligently to give various races strenghts at various stages of the game - tier 1 with 3 upgrades? Sure! Tier 7 with no upgrades? Awesome! A race without a tier 7 unit at all? Wicked!
as well as general changes that could improve the game, such as - Units blocking / reducing ranged line of sight in combat. Eg, shoot past the tile of an enemy unit into a unit behind, lose 1/2 / all ranged attack power, meaning strategic placement of units more important.
The capitol rush gamestyle you describe of Homm 3 having is widely known as the "noob" style of play. It is terribly inefficient. And not much fun, I agree. Good thing that it is almost never useful in actual gameplay. Instead mass hero recruiting + treasure hunting is the de facto way to get income. And Upgrading units? Cmon, that is week 3 building priority perhaps, rarely any sooner. And online games tend to end around that time anyway - week 3 and week 4.
yeah but if you make the map big enough or make the creatures strong enough that won't be the right way to play anymore.
Anyways the point is that it's unnecessary, it doesn't matter people actually play game, they obviously work around it in a way that makes it more playable, but it still has some shitty features.
Plus let's not forget a bunch of useless-ish secondary skills they added.
Incorrect, people in competitive environment use strategies based on how efficient they are, not how playable. The fact that city hall and capital are not built in 1st week is testament to it being inefficient, regardless of valuation of playability
And secondary skills are irrelevant to your point.
Ok I guess what I meant to say is that they use the aspects of the game that are usable/good like you said in competitive play, but since there's a bunch of stuff that's left completely unused it makes it obvious that something is wrong with the game.
Plus, like I said I doubt that people would play the same style on bigger maps, people chose to play on smaller maps for playability reasons no doubt, my point here being that the game is loaded with a lot of garbage, a lot of it is pretty bad, imo the second one had a better base of a game, the only problem was it, was that it's unbalanced but balance can be fixed by messing around with some numbers which is way easier than to fix a game half of which is unusable in any type of competitive play, and also offers less faction diversity.
The videos are in Large or X-large maps, also maretti - the HoMM3 expert has a lot of videos on this in his channel. capitol rush offers superior kingdom over dwelling + heroes rush at no point in the game, hence map size is irrelevant to the question as map size (differentiation given other parameters of map staying same) is merely change of timing of kingdom power.
the fact that things are forgone for other things is a result of the concept of choice having meaning to the course of events. Only in a world where choice did not affect the affair of events would unused actions be unnecessary.
Game music was one of my favorite things about this series, but number five was a massive let-down. I hope they have more distinct themes like 2 3 4 instead of just kinda repeating the same thing in a slightly different style.
Well, it feels like Homm 3 (to me, never played 4/5). The resources while less variable seem to work just fine, I never had a big overflow of anything in my first game and whiteout serious saving I couldn't make it to the "final" Unit. But I'm in no way an expert.
The AI on "Normal" seemed basically non existant, I took 2 towns and had only once to fight against an enemy hero with an army of T1 Units (I already had full T2 and T1). On "hard" I'm not as far yet (still Week 2), but resources are more sparse and taking Exp instead of Gold seems to be no a real option... Btw: The skirmish Map that comes with the Beta seems very similar to the skirmish Map in the Homm 2 Demo (which I played on and off), maybe a little smaller. Nostalgia horray!
Ghosts seem btw. a bit ridiculous with their Healing spell (+ Necromancy from your Hero... It's kinda hard to lose even a single unit against "weak" enemies if you are not lazy, it seemed to me as if either an enemy had to crush these stacks or he would not be able to do any damage at all... )..
I like it, it's just "Homm" .
Could someone with a clue about how you "actually" play Homm a bit more serious give me some general Tipps? At first: Should I get as many different creatures as possible or make the T1's into Elites and then go T2? Ressources are sparse... (last time my first money went into a Second Hero, mainly for the extra Units he grants to clean up Mines --> Then the 3 T1 Unit-Buildings --> T2 Unit-Buildings...
Really liking the Beta so far. One thing I find annoying is how near worthless the 2nd/multiple Heroes feel. They seem to have been reduced to mere lackeys of the main Hero:
- Collecting minor stuff around the map. - Gaining a few extra skills invested in production/income. - Buying units and transporting them to your First Hero.
True... But i guess that would change in a "serious" Multiplayer game on a large map.
Buit conversion should be WAY more expensive (2500 Gold to convert every building into that of your Capitol?... Last game i converted a City more teched as my own for 2500 Gold... Thats just ridiculous ^^).. The damn City i just converted netted me way more than that in one turn...
Is there any way to just play out battles with pre-set armies? I know there was this option in the HoMM V game but wasn't able to find it so far in the beta. Any hints would be greatly appreciated.
On December 14 2010 10:06 OblivionMage wrote: Madness. HOMM 2 and 3 had perfectly fine design and balance -- they did patch that goblin hero suicide/re-buy trick eventually.
Did they ever made the Peasant any useful in future patches in HOMM2? God, it was annoying how useless the Peasant was.
On December 14 2010 10:06 OblivionMage wrote: Madness. HOMM 2 and 3 had perfectly fine design and balance -- they did patch that goblin hero suicide/re-buy trick eventually.
Did they ever made the Peasant any useful in future patches in HOMM2? God, it was annoying how useless the Peasant was.
Dunno, but they fixed it in HOMM3 by removing it and replacing it with pikemen.
On July 10 2011 21:49 Butcherski wrote: Anyone have any ideas how to get into the beta ? Been such a homm fun from the very beginning and cant wait to get this one :D
On July 08 2011 15:46 Fulla wrote: Really liking the Beta so far. One thing I find annoying is how near worthless the 2nd/multiple Heroes feel. They seem to have been reduced to mere lackeys of the main Hero:
- Collecting minor stuff around the map. - Gaining a few extra skills invested in production/income. - Buying units and transporting them to your First Hero.
On July 11 2011 01:22 slained wrote: i just pre-ordered it from steam and let me dl right away. So excited, hopefully it doesn't crash like I hear some people.
Question: whats featured in the beta? is there hotseat multiplayer?
You get a campaign and 1 skirmish Map, Broken Alliance, you can Hotseat the skirmish .
Sadly it does not run exactly stable for me... Sometimes it just freezse, minimising it? Forget it... As long as i just play and don't try to do something else on my second screen it runs "ok"... Not 100% but i could enjoy some 3h+ games whiteout any hickups (but loading a savegame is another story...) .
Haha thanks to this thread i started playing Homm 3. This is the only old game I've ever played where i didnt just think in my head "this is old" (besides BW of course ). Instead i just think it's awesome.
On July 08 2011 15:46 Fulla wrote: Really liking the Beta so far. One thing I find annoying is how near worthless the 2nd/multiple Heroes feel. They seem to have been reduced to mere lackeys of the main Hero:
- Collecting minor stuff around the map. - Gaining a few extra skills invested in production/income. - Buying units and transporting them to your First Hero.
That's literally the best way to play HoMM3 and HoMM5(never played other ones). If you played multiplayer you would understand how effective it is to have a hero train.
I'm quite excited about homm VI. It looks like there are some innovations. However, homm4 was supposed to be innovative, but turned out to be a massive let down in every aspect. homm5 was awesome though (as much fun as homm3 but tons of new stuff)
On July 12 2011 00:34 papaz wrote: how is the multiplayer? is there/ will there be some sort of ladder? i assume you can play multiplayer online?
I doubt the multiplayer will really work as homm games take EXTREMELY long and its turn based
Yes, Homm games always take a long time to finish, but there is an online service for homm5 and there is even a ranking. I imagine that it will be the same in homm6.
Has there been any news on whether there will be simultaneous turns or not? I've looked around a little bit and haven't come across anything. I enjoyed Homm5 and all but I'm not that interested in facing AI again -_-
I never really played Homm2/3 competetively or online at all... But I had my fair share of skirmishes.
Homm 6 feels pretty similar (altough the Beta has it's "huge" problems/bugs... But they stopped to bringing out new builds some time ago, so I hope most of it will be fixed). Homm 6 is about your army, your Hero just can Attack or cast a Spell once per Round (and in addition use the racial special).
The main diffrence to Homm 3 is and probably the biggest Gameplaychange is: "Core/T1" Units (For instance Skelletons/Wraiths/Zombies in Homm 3 terms) are really strong... If you don't have your Elites/Champions by Week 3 they may never get stronger than your Core Units, at least not on the skirmish Map in the Beta (tons of Dwellings for your "Core"-Units, not many for Elites/Champions). If you rush for your Champion you better not engage a pure "Core"-Army... They will most probably crush you.
I played tons of Necropolis now and just to get you an Idea, this is not from hard Numbers, this is from games I played and how my Stacks played out when compared to each other:.
Rangeds: Skelleton vs Lich vs Spiderthingchampion ---> Lich wins except when engaged in Melee where the Champion is clearly the best (it has a Melee-Form and a ranged Form). The Skelletons mainly lose because their debuff is not that usefull most of the times (but can be in Sieges) but they win in 100% dmg range, which is REALLY short for them.
Melee's: Cores (Guhl and Ghost) vs Elites (Vampire and Lamasu): DMG? Guhl slightly stronger than Vamps slighly stronger than Lamasu >>> Ghost. Movement? Lamasu > Ghost > Vamp > Guhl.
Usefullness? Ghost >>>> All (not even close). She can heal (3-4 times per Battle iirc), she can heal like seriously big amounts... You never ever lose any units to neutrals except when you kill them earlyer than you want to due to retaliate (or when you rush into some "serious" camp). Else you almost never lose a Unit, except when retaliate is screwing you over (or the enemy Hero fleeing). Oh, and Healing actually Damages living creatures that stand next to the Healing target, not for tons but it often kills a unit or two. The Vamplords Lifeleech is "nice", but it's just that, "nice" and he seems a little low on movement. The Lamasu acts as Tank and it's AE-Debuff is neat but nothing more (-5% HP of everyone that is in Meleerange). Guhl seems to do the most Damage, but is worse for the sole reason that he can't fly while the 3 others do. When he actually engages he hurts.
They are all strong, but the Ghost just takes the cake because playing whiteout it's healing abbilitie would be SERIOUSLY different... While I played often for long times whiteout some of the other 3 in my army I couldn't even imagine doing it for long whiteout Ghosts. This could/would probably change when it comes to Human vs Human play... Because you both will do your best to disrupt/kill the fucking Ghosts as fast as possible . But vs the AI? Lol.
BTW: The Battlefields seem a little small. Basically every Unit that is not EXTREMLY slow reachs the enemy starting Line on the second Turn, some with haste on the first... I think this should be a little bigger (but there should even faster creatures to make up for it).
I just recently started HoMM3 again and I can't even get beyond the first campaign mission, lol. My longest run was just now, where I played for about two hours, but now I'm in a check mate situation where one of their heroes sieges my base and my hero is stuck there.
This game is pretty hard, but it's fun since I get further every try.
ah, can't wait. This is the next game I'm waiting for. Civ5 let me down, so hoping this will be good (although i think i might be hoping in spite of reason)
Patch got my beta working, and from the time i played so far, its feeling REALLY good.
Hopefully they put in the city view, but even though it wont have the epic old-school feeling as HoMM3, it could be a really awesome game.
I found a little bubble that lets you put online messages to other players to say stuff like "get this treasure! do the quest like this!" I put a message saying 'help me I'm buried several paces east of the lumber mill' like the movie Buried
The battles take longer but not because of pacing, things just don't die as fast/do as much damage, which is awesome, because combined with some of the new unit features (units standing next to praetorian get defense bonus, and can attack through enemies with linear splash) the combat became a lot more intelligent and more hands on then the previous "can this melee guy get to me next turn? are my archers being threatened? no? cool" into managing the positions of every unit acutely.
Bunch of other things make the game feel fun too but I'm pretty much regurgitating stuff at random. Long story short; game will be fun :D
There have been 2 patches for this game, it's gotten much more polished in those patches and they made the balance better too (nerfed all the core units so the elites are more useful) I really like it now. The only problem it could have is that because of all heroes getting to choose between all skills that some skills will be used in every game.
The units are really fun to use and feel unique (at least in sanctuary, haven't used the others yet)
There also has been released a third campaign (stronghold)
So is it worth it to buy the beta? And if so, is the deluxe edition worth it compared to just standard?
I liked the Disciples series cause of the awesome graphics, but like Homm 5 cause of more varied game play. Is Homm 6 something similiar to a combination of both?
On July 26 2011 12:34 me_viet wrote: Umm where has my beta access gone!??!?
I was playing it before I went to sleep, wake up, and now it's not in my steam library anymore T_T only the (preorder) version is still there.
Is it being patched?
K i'm an idiot, phase one is over it seems, until 9th of august. my bad
I had the same problem today as well.
I liked that they toned down the growth rate of the Core creatures in the last patch, but I find them to still be too strong as individual units for their cost and growth rate, especially when compared to Elite creatures.
I don't really have any experience with Champion creatures, the dwelling is too expensive and I usually have a ton of Core creatures by the time I get around to building it.
They delayed the game because many people complained about some things - obviously I played the beta as well, and they don't have town screens, and core creatures are too overpowered. Also they wanted to rework how big an effect healing had on the game. So I'm happy the game got delayed
On August 09 2011 22:16 KraXRipper wrote: They delayed the game because many people complained about some things - obviously I played the beta as well, and they don't have town screens, and core creatures are too overpowered. Also they wanted to rework how big an effect healing had on the game. So I'm happy the game got delayed
I wouldn't say I'm happy, but I'm not complaining too much I guess.
Healing in that game was really funky, made for situations where if you didn't "win" you still didn't do so much as a dent in the enemy army (or viceversa)
On July 26 2011 12:34 me_viet wrote: Umm where has my beta access gone!??!?
I was playing it before I went to sleep, wake up, and now it's not in my steam library anymore T_T only the (preorder) version is still there.
Is it being patched?
K i'm an idiot, phase one is over it seems, until 9th of august. my bad
I had the same problem today as well.
I liked that they toned down the growth rate of the Core creatures in the last patch, but I find them to still be too strong as individual units for their cost and growth rate, especially when compared to Elite creatures.
I don't really have any experience with Champion creatures, the dwelling is too expensive and I usually have a ton of Core creatures by the time I get around to building it.
Original Message:
Sehr geehrter GameStar-Leser, sehr geehrte GameStar-Leserin!
ACHTUNG: Der Start des Betatests hat sich auf den 16.8. verschoben!! Ubisoft bittet das zu entschuldigen. Erst ab dem 16.8. lassen sich damit dei Betakeys einlösen.
Danke, dass Sie bei der Beta-Verlosung zu Might & Magic Heroes VI auf GameStar.de teilgenommen haben. Wir können Ihnen mitteilen, dass Sie einen der begehrten Keys ergattert haben.
This game is so addicting! Im so dissappointed that they didnt include the Academy as a playable race. Oh well, I guess i will settle for the Necromancers
On August 09 2011 23:05 Kira__ wrote: personally i found homm2 a lot better than the third... that being said both are great games
I think it depends on which HOMM that introduced you to the series. I was 8 or 9 years old when HOMM2 was released and played it so much with my friends. When HOMM3 was released I played it but I never had as much fun with it as I had with HOMM2. I tried playing the first HOMM game after I had played the second and thought it was so inferior to the second game. If I would have started with the first game then I might have liked it more.
It hasn't appeared on my steam library page yet... But when I log in to the Heroes website, to try and find the beta client again, it wants me to put in my beta key ....which I can't find cause Steam won't tell me lol.. =[
On August 17 2011 01:07 me_viet wrote: Is Beta back yet? It's 17/08 already.
It hasn't appeared on my steam library page yet... But when I log in to the Heroes website, to try and find the beta client again, it wants me to put in my beta key ....which I can't find cause Steam won't tell me lol.. =[
Help anyone? D=
no problem
"Hello Heroes,
The second phase of the Beta of Might & Magic Heroes VI will start on August 16th at 8 p.m. (Paris time)."
Been playing as Sanctuary for like 5 hours now. Does anyone else find the town portal mechanic kind of nuts? The AI is swarming all over the place hopping in and out and I can barely keep them down with two big armies :-\. And their main armies never try to engage me, they just keep running around and around. Really aggravating -______-
On August 19 2011 07:32 Rayeth wrote: So I really really liked HOMM2 and HOMM3. I hope this game lives up to those two. I will try out this demo and see, I suppose.
Any word on what is actually in the demo?
One skirmish map whit 4 races or 5 to chose , some campaing missions ( but i dont check them ) Hotseat is also included in demo . All difficult options etc are in demo to . Its very good demo version
Its hard to , on hard lv , even homm veterans will have problems , new hero talent tree is kick ASS !!! Looks like HOMM VI will be much better then IV , V + all expansions
They didn't even draw castles!! Wtf? You click on a castle and there are just sets of icons that represent buildings. That's some slapdash hackwork there.
The only thing that seemed nice about it is music which they took for HOMM II.
Also: The amount of damage to be dealt is calculated and shown before hit, it also shows how many creatures it will kill and whether there will be retaliation. It is shown whether the mob is hard/easy/very easy for you when you right click from any distance. When you approach you can even check out how many there are without engaging. All the skills are available for choosing, no randomness is involved. It is always gonna be one build without alterations (experienced in the same exact order). There is also only one resource aside from ore/wood. It is crystal, that all buildings are build with for all castles. It is basically simplified to fit a level of an elementary school child. I tried to keep my hopes up for it, but it is another crap that is nowhere near the level of HOMM 2 and 3.
Did I mention that they didn't even draw castle interiors?
Games like that really make you appreciate Blizzard and the efforts that they put in their games.
Creatures looking like some aliens and ugly fucktards? Cerberus having 2 heads? No dragons? Killing the mythology of heroes series had before? Bosses? Seriuosly.. This is really a big no comment.
On August 19 2011 21:14 noname_ wrote: Creatures looking like some aliens and ugly fucktards? Cerberus having 2 heads? No dragons? Killing the mythology of heroes series had before? Bosses? Seriuosly.. This is really a big no comment.
What the hell are you talking abouth , units look way better then in HOMM 3 , IV , V Problems whit all haters , who still say HOMM 3 was the best , yes it was the best , but homm V also was very good game
You just wanna then to make Homm all the time , the same like homm 3 just whit better grafics ? of what you wanna?:D
There are a few flaws in this game (are there any without flaws?...), but overall it feels very well made, imo. Not sure if I like that there are only 3 resources, and some of the towns / creatures will be missed, although I'm sure there will be expansions covering that.
The hero customization system is pretty cool, and I like the different special abilities units have - it's a lot more varied than in previous games, although I can see certain stuff ending up being very tough to balance, but we'll see.
Mines being 'tied' to cities and getting captured when you capture the city is kind of cool, saves the bother of buying 'mule' heroes just to run around popping flags, the graphics are very, very good, as is the music. Can't really comment on campaign as I've only been playing skirmish maps, but then again, who plays this series for campaigns?
All in all, I'm very happy with my preorder; I didn't care much for 4/5, but I'm sure I'll be playing this quite a bit.
so i played a bit, both alone and hotseat with a friend
Alone it's pretty boring and same old, same old no pretty castles, no pretty skill circle (yeah i liked that one), nothing new
Not worth buying if u play mainly alone
Hotseat, is fun as ever. take a day off, invite some friends, buy some beer and play through the whole night. I can't say yet how addicting it is in the long term but i think even hotseat or other MP will get boring pretty fast (as it was with all HoMM)
On August 19 2011 19:56 Reasonable wrote: They didn't even draw castles!! Wtf? You click on a castle and there are just sets of icons that represent buildings. That's some slapdash hackwork there.
The only thing that seemed nice about it is music which they took for HOMM II.
Also: The amount of damage to be dealt is calculated and shown before hit, it also shows how many creatures it will kill and whether there will be retaliation. It is shown whether the mob is hard/easy/very easy for you when you right click from any distance. When you approach you can even check out how many there are without engaging. All the skills are available for choosing, no randomness is involved. It is always gonna be one build without alterations (experienced in the same exact order). There is also only one resource aside from ore/wood. It is crystal, that all buildings are build with for all castles. It is basically simplified to fit a level of an elementary school child. I tried to keep my hopes up for it, but it is another crap that is nowhere near the level of HOMM 2 and 3.
Did I mention that they didn't even draw castle interiors?
Games like that really make you appreciate Blizzard and the efforts that they put in their games.
Wow, I was psyched for the game but all of this sounds terrible! Downloading demo, hope that it plays out better than it sounds (sometimes less is better).
On August 20 2011 00:27 SnetteL wrote: No dragons, no castles and only crystal (if i read correctly)?
That's quite a letdown... I'll still try it though... sighs... First D3 ruined with item purchasing now i read about this .
Slow down broski, the game isn't even released yet.
I think the people above me are being a bit critical for just a demo. I don't know why minimizing resources is a bad thing, I remember getting gimped so many times in random maps against friends because there was no mercury within 10 miles of my starting place. I really like the how they have everything laid out at the moment. Aesthetically (THE CASTLE), things could be a lot better, but I feel the gameplay and fights are really smooth. Played that skirmish map for a long time before getting crushed with only 1 bot left because I visibly messed up at certain decisions.
I haven't played the other factions, but I'm in love with the necropolis. Had 100 vampires solo an entire enemy faction, because I would abuse spectres heal, advanced necromancy, and vamp's lifesteal. It defintely wasn't broken, because the last AI I faced actually finished off the spectres first then burst down the vamps with some ridiculous single target spell that I didnt catch. Had an absolute blast, and that was just one playthrough. I'm looking forward to multiplayer, and hopefully more stuff when it comes out. It was a little easy at first when they blatantly show you whether or not you can take out a neutral army with a litte "trivial" sign above their head, taking no losses, and then having different levels in order going low, modest, average, severe and then deadly being relatively impossible to kill. I could do without that or an option to turn it off, so I could develop my own sense of what I can or can't take on. Besides the view, or thought the town layout was very organized and comprehensible, and I think they did a good job balancing so far, but undoubtedly something will come up, like maybe there is a more abusable way to do the vamp thing, but it's no where near the HoMM3 necromancy, its more of a outhealing damage issue, that the AI seemed to overcome.
On August 20 2011 04:48 chroniX wrote: necropolis is overpowered. i get stomped everytime in skirmishes by the npc-necro player....
try gay stacking barbarian defense units around ranged units. cyclops is the only top tier ranged unit and i'm pretty sure necro has only 1 (or 2 maybe) ranged units
On August 20 2011 04:48 chroniX wrote: necropolis is overpowered. i get stomped everytime in skirmishes by the npc-necro player....
try gay stacking barbarian defense units around ranged units. cyclops is the only top tier ranged unit and i'm pretty sure necro has only 1 (or 2 maybe) ranged units
Necro has 3 in all tiers, and the top tier one is fun to use because you can switch from melee to range, and the upgraded one can freeze units around it for 4 turns. But sanctuary still kicked my ass
For some reason i only have the sanctuary campaign and cant do skirmishes...when i go to multiplayer theres only 1 map. Ive updated to 1.2 aswell.
Edit: downloaded patch 1.3 and tried to install but i receive an error which says : " Cannot apply patch because homm6 is not installed".(something like that)
I had a question and since some of you have the BETA I thought you might can answer it, Is the hotseat mode only for one computer, or can you connect to another computer play together?
I have played around with the demo and am enjoying the feel. True, it would be more immersive with town screens, but the music is wonderful and combat is solid. The hero customization is very interesting as well; the "luck" factor in previous titles was not great design, given that some skills (cough, scouting) were just terrible and others were all but essential.
People complaining about dragons, there is no "warlock" faction in the game yet, so let's not get ahead of ourselves. Honestly never liked "gold dragons" in HOMM3; designers are clearly taking a minimalist approach, and I've always felt that HOMM2 was a better game, and the best in the series.
Played the demo a few hours and it's fun. Is there maybe also a big community behind that, does anyone have an idea? I just googled and found http://heroescommunity.com/ . Anyone a member of that board and are there even more communities out there? And who of you guys will certainly buy HOMM6?
On September 18 2011 04:53 CraZyWayne wrote: Played the demo a few hours and it's fun. Is there maybe also a big community behind that, does anyone have an idea? I just googled and found http://heroescommunity.com/ . Anyone a member of that board and are there even more communities out there? And who of you guys will certainly buy HOMM6?
Played the demo a few hours and it's fun. Is there maybe also a big community behind that, does anyone have an idea? I just googled and found http://heroescommunity.com/ . Anyone a member of that board and are there even more communities out there? And who of you guys will certainly buy HOMM6?
We just set up a subreddit with some of the heroescommunity.com people. Go check it out at http://www.reddit.com/r/mmh6/ and post links and stuff there. We're trying to grow the community now that the game is about to be released.
I for one, think that this is actually the next big one. Since H3, I've never had so much fun playing this genre. :> And for anyone still on the fence or who got tired of the beta glitches - try the demo out - it's been working like charm.
On September 18 2011 04:53 CraZyWayne wrote: Played the demo a few hours and it's fun. Is there maybe also a big community behind that, does anyone have an idea? I just googled and found http://heroescommunity.com/ . Anyone a member of that board and are there even more communities out there? And who of you guys will certainly buy HOMM6?
I am pretty psyched for this game's release! It definitely felt a lot better than Homam5 did (Although I did like certain things about homam5), I hope they make a bit more of an effort to diversify the factions than I have seen in the demo though, they just feel a little bit too similar (gameplaywise, artistically they look spot on)
On October 07 2011 22:46 ShloobeR wrote: I am pretty psyched for this game's release! It definitely felt a lot better than Homam5 did (Although I did like certain things about homam5), I hope they make a bit more of an effort to diversify the factions than I have seen in the demo though, they just feel a little bit too similar (gameplaywise, artistically they look spot on)
Yes, it is.
One of the cool new features to this game is the way you can choose to play very low econ high leveling speed games. They produce so much strategic variation from the get go. It's like infinite replayability and everything seems interesting.
I think the low econ/high xp will become the mainstream multiplayer setting - as it makes it extremely hard to rush for the higher tier units, so every tier and unit counts, and positioning becomes more important.
I've been fooling around with Necromancers quite a bit - going with ghost massing magic hero with a ton of spell power and then aside of it having vampiric ghoul might focused hero to clear the living packs with. It seems brilliant.
I love the area system too, which kills the usefulness for some 1 creature logistics/pathfinding/snatch heroes can destroy one's economy with mobility. Everything in this game looks fantastic. Fantastic.
I've finished demo (skirmish map, normal, normal) 2-3, times with all 5 factions. As for PvAI I think all nations are quite balanced. Ive had no bigger problems finishing comps heroes, but it takes some time to master a faction, and it takes longer in some cases. Barbarians and Castle are easiest to play imo, then Sanctuary/Necros then Inferno which i found hardest but really ok once u get used to it.
As for the certain units ghoul is too strong (as well as other necro first units imo) cerberis are shit and fast dying mizu something from sanct is werid/bit useless and looks like water elemental but its much worse cyclops is overpowered too
im loving the windows system (town window, hero window etc), it makes turn last shorther. finally u can click next trun being in a town! also comp movements are way quicker than in homm5. Overall i really like the game
Just when I thought I was out... they pull me back in. Really good game worthy of the franchise name. Anybody else who's loving the dynasty aspect of it? 10 hours and only level 3 so far, and you don't hit platinum until level 40 it's going to keep me going for a long time, nice thing to have on the side of the actual gameplay.
- 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.
So far this game reminds me a little bit of the older ones, and the load times are fantastic. Glad I bought this game, it should keep me busy while watching MLG.
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.
IMO the best HOMM game so far , if they gonna make good expansions for this , and good patches its will be better then HOMM 3 for me 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
I'd like to see more 'normal' units, units which don't have 2-3 special effects/abilities. Even most core creatures have something special instead of just differentiating in health/dmg/movement etc. 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.
Yes you have good point whit low tier units abilities , they have it , but remmember they can use it only two times in one battle (sometimes just one ), its fair to me. Yeh about heal in the game generaly , there are to many heal spells , units etc. I play nercos now im in mid game , and after long battle sometimes i come whit no losses in units , because of healing , these will make battles longer on multiplayer , but also more tactics will be in play.
Ps. and stop writing about cities animations , ubisoft write already there will be patch for cities animation , just wait a bit
On October 15 2011 15:20 OoFuzer wrote: any way to buy it on the cheapest way? Its $49 on steam.
might get lucky with the Halloween steam sale, doubt it though. homm3 was one of my favorite games as a kid, but do I really want to pay $50 for something I will probably be disappointed with? >.> i'll probably torrent it once it's cracked and buy it if i like it.
I've played every game in this series except the first. I've only just begun, but so far I'm pretty impressed. HOMM5 kinda turned me off with the departure from the rich and detailed lore that 3DO had created. HOMM5's story was very poor, both in content and in the way it was told. It was unoriginal, all of the dialog and characters were unenjoyable, and you never got a good sense of the gameworld or why what was happening was important. The music was also way weaker than anything else in the series prior. HOMM5's gameplay though, was very good, well balanced, and fun.
One immediate gripe I have with HOMM6 is why the hell did they bring back the factions that they did? Necro/Haven were essential, but the other 3 they chose should have been different imo. Need the dungeon and wizard factions for sure.
HOMM6 definitely has a more interesting and engrossing campaign, the story-telling is much better. The gameplay has definitely been dumbed down and simplified quite a lot for the WoW generation. Overall though, I'm happy with what they've done with the game artistically and story-wise. The music is also a step up, even though they borrowed heavily from previous games in the series. I like the game.
I guess it's too much to ask for a game with music as good as HOMM2's, gameplay and strategic depth as good as HOMM3's, writing/story as good as HOMM4's, and fancy 3d graphics/voice acting/cinematics/modernization from 5 and 6.
On October 15 2011 17:37 Drowsy wrote: I've played every game in this series except the first. I've only just begun, but so far I'm pretty impressed. HOMM5 kinda turned me off with the departure from the rich and detailed lore that 3DO had created. HOMM5's story was very poor, both in content and in the way it was told. It was unoriginal, all of the dialog and characters were unenjoyable, and you never got a good sense of the gameworld or why what was happening was important. The music was also way weaker than anything else in the series prior. HOMM5's gameplay though, was very good, well balanced, and fun.
One immediate gripe I have with HOMM6 is why the hell did they bring back the factions that they did? Necro/Haven were essential, but the other 3 they chose should have been different imo. Need the dungeon and wizard factions for sure.
HOMM6 definitely has a more interesting and engrossing campaign, the story-telling is much better. The gameplay has definitely been dumbed down and simplified quite a lot for the WoW generation. Overall though, I'm happy with what they've done with the game artistically and story-wise. The music is also a step up, even though they borrowed heavily from previous games in the series. I like the game.
I guess it's too much to ask for a game with music as good as HOMM2's, gameplay and strategic depth as good as HOMM3's, writing/story as good as HOMM4's, and fancy 3d graphics/voice acting/cinematics/modernization from 5 and 6.
We can all agree 3 was the best overall.
I'm waiting on my paycheck for the money to buy 6, hope it doesn't disappoint.
On October 15 2011 17:37 Drowsy wrote: I've played every game in this series except the first. I've only just begun, but so far I'm pretty impressed. HOMM5 kinda turned me off with the departure from the rich and detailed lore that 3DO had created. HOMM5's story was very poor, both in content and in the way it was told. It was unoriginal, all of the dialog and characters were unenjoyable, and you never got a good sense of the gameworld or why what was happening was important. The music was also way weaker than anything else in the series prior. HOMM5's gameplay though, was very good, well balanced, and fun.
One immediate gripe I have with HOMM6 is why the hell did they bring back the factions that they did? Necro/Haven were essential, but the other 3 they chose should have been different imo. Need the dungeon and wizard factions for sure.
HOMM6 definitely has a more interesting and engrossing campaign, the story-telling is much better. The gameplay has definitely been dumbed down and simplified quite a lot for the WoW generation. Overall though, I'm happy with what they've done with the game artistically and story-wise. The music is also a step up, even though they borrowed heavily from previous games in the series. I like the game.
I guess it's too much to ask for a game with music as good as HOMM2's, gameplay and strategic depth as good as HOMM3's, writing/story as good as HOMM4's, and fancy 3d graphics/voice acting/cinematics/modernization from 5 and 6.
We can all agree 3 was the best overall.
I'm waiting on my paycheck for the money to buy 6, hope it doesn't disappoint.
3 was absolutely the best overall game. People still play it semi-competitively today and I think its as old or older than broodwar. Other games in the series had particular elements that were better than 3, but as a whole 3 stands as the best.
I still remember downloading homm3 demo on my dialup modem overnight and waking up early so I could play it lol.
Meh, I enjoyed the demo, but got bored relatively quickly after trying out all the factions. Though I did overplay HoMM3 so it might have murdered my passion for the subsequent games
I think I'll save my cash and see what skyrim fans think when that comes out, but if this has a steam sale at any point ini the next year, I think I'll happily pick it up.
I have finished the tutorial campaign and I'm 3 missions in on my 1st "real one". And oh my god.. I just hit first "no castles" -mission and it was haaaaaard. And I like it! I might be a bit of a perfectionist, but I can easily spend 2,5 - 4 hours on each map.
As a Heroes of Might and Magic veteran, someone who owns all 6 of them plus some of the expansions, HoMM6 is like fresh air for the series. A lot of good stuff, I like the RPG-stylish approach to handling heroes (better and more quests, reputation, very detailed talent trees), dynasty stuff which is basically "stored into your profile, carries over from the game" -stuff like weapons (that level up with experience), then you can also buy bonus stuff for yourself with points you get from completing in-game achievements like extra portraits, traits like "+3 core unit production / week". You can disable these dynasty things from multiplayer game options if you want to (to prevent unfair advantage that older players have over new, dynasty stuffles ones).
On strategy side the fort influence areas: when you capture something from your forts/citys/castles influence area, it will be yours as long as the fort/city/castle is yours! Enemy can capture your things temporarily, but after he leaves the structure it comes back to you again.
Also, the absolutely best thing ever in the game: you can convert faction stuff to your own faction! This of course costs. But the idea is, you can convert a necromancer town to your haven town with the same level of structure completion. So if you capture a fully upgraded necromancer castle, you can convert it to a fully upgraded haven castle. You can also convert stuff like "creatures x, y and z growth increased by +6" to your own faction. But you don't have to if you don't want to. Conversion is optional. I absolutely love that they aren't shoving other factions down your throat, if you don't want to use them.
Oh yeah, there's also a (hot steat + internet) multiplayer and map editor but haven't tried those out.
On October 15 2011 19:18 ChrisXIV wrote: Game won't start on my laptop(Thinkpad T510). I could play the beta no problem, and now all I get is a blank screen.
On October 15 2011 19:18 ChrisXIV wrote: Game won't start on my laptop(Thinkpad T510). I could play the beta no problem, and now all I get is a blank screen.
You can get it on cdkeyhouse and other similar sites (intkeys...) for about 25$^
It's legit sale btw, not some kind of scam/bullshit. It's not a steam key though, it's directly through ubi soft launcher. Bought it that way, no problem whatsoever, just a slight delay to get the cd-key.
On October 15 2011 12:50 Mavkar wrote: I'd like to see more 'normal' units, units which don't have 2-3 special effects/abilities. Even most core creatures have something special instead of just differentiating in health/dmg/movement etc. 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.
Actually, this is exactly what I love about combat. The King's bounty series have set the standard for combat in this genre, and having more abilities has made HOMM6 combat more interesting in a similar way. Yes it's a change from the old series, but I think it's an interesting one. Also, the campaign in this game has been excellent so far; far better than the grind maps of HOMM5. I actually get a sense of exploration when I go through the maps, which is something I haven't felt from HOMM for a while.
On October 16 2011 00:11 Microchaton wrote: You can get it on cdkeyhouse and other similar sites (intkeys...) for about 25$^
It's legit sale btw, not some kind of scam/bullshit. It's not a steam key though, it's directly through ubi soft launcher. Bought it that way, no problem whatsoever, just a slight delay to get the cd-key.
On October 16 2011 00:11 Microchaton wrote: You can get it on cdkeyhouse and other similar sites (intkeys...) for about 25$^
It's legit sale btw, not some kind of scam/bullshit. It's not a steam key though, it's directly through ubi soft launcher. Bought it that way, no problem whatsoever, just a slight delay to get the cd-key.
There must be a reason it's so cheap right?
They buy the cd-keys in russia/other countries where games are cheap.
The game is amazing despite the few bugs that I have encountered while playing the game. Once they patch the game a bit, it could be even better than hoMM 3.
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
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.
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.
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.
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).
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.
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!
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.
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?
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.)
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.)
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.
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.
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?
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.
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.
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.)
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)
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.
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?!
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.
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.)
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.
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.
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
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.
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?
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.
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.
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.
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 ^^.
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.
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.
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)
I don't think resource limiting is where simplification is a bad thing. Usually in HoMM3 when playing against friends, we would often have little interaction with resource points beyond capping them whenever we could, and then trading whatever with very little thought into it beyond just obtaining what we needed. With less resource variety, one could argue it's a lot more interactive for players to be disabling and claiming an extra crystal point, which they seem intent on making an aspect of the competitive scene, what with those resource node tampering abilities.
And then conversion thing costs you money IIRC, so it might be better just to have another hero start grabbing that type of unit if you are short on cash. I don't know how it effects a skillful players unit management, but I don't see any immediate threat to high level players, even if the option was meant to cater to casual players who just want all of one faction.
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?
Instead of the regular necromancy, which would give you troops at the conclusion of combat based on how many enemy troops you destroyed, this necromancy just heals and ressurects a target stack of troops during combat. It makes undead armies extremely durable, but it's just not a very cool or exciting mechanic by comparison.
Anyone remember HOMM2 ghost neutral creatures? That was so badass, they would start creating additional units when they leeched back life and it quickly snowballed to where you would have several thousand of them.
On October 18 2011 07:55 superbabosheki wrote: Why is the AI so fucking good in this game, campaign and single player skirmishes are so difficult even on easy >.>
I like it, the AI is pretty smart. In homm4 I remember the ai literally wouldn't ever come attack you, even on the highest difficulty.
I just played the demo for a bit, and I have some questions:
is the full version as buggy as the demo? I had several problems like all heroes and buildings becoming invisible on the world map, town view not loading or not being able to scroll the map anymore.
am I the only one that finds the gui not very intuitive?
the fights are looooooooooooong and kinda boring only for me?
hero strenght does not play such a big role anymore like in the other parts? I played the first campaign level, and my main hero, almost all slots full of artifacts, two of them 'mighty' ones, lost to a level 3 hero, whos army was not that much bigger.
attacking town is a huge pain in the arse, especially, if the defending hero has some defensive spells.
On October 18 2011 07:55 superbabosheki wrote: Why is the AI so fucking good in this game, campaign and single player skirmishes are so difficult even on easy >.>
I played hotseat 2vs3 (hard,hard,normal) and didn't find it any special. He tries to harrass and retreats if needed, but wastes a lot of time picking stuff. What's your BO? I do, tabern->second hero and then upgrade the town and try to rush for crystal to get upgraded tier1 or normal tier2.
On October 18 2011 19:37 Rimstalker wrote: is the full version as buggy as the demo? I had several problems like all heroes and buildings becoming invisible on the world map, town view not loading or not being able to scroll the map anymore.
There are bugs that affect different cards. I have heard of a blinking cursor bug but I haven't seen it. Also heard about the scroll bug but never suffered it. They released the first patch today, 5 days after release, so they look interested on fixing them =/
On October 18 2011 19:37 Rimstalker wrote:the fights are looooooooooooong and kinda boring only for me?
Raise the animations speed, less pretty but you will fight faster.
On October 18 2011 19:37 Rimstalker wrote:hero strenght does not play such a big role anymore like in the other parts? I played the first campaign level, and my main hero, almost all slots full of artifacts, two of them 'mighty' ones, lost to a level 3 hero, whos army was not that much bigger.
I haven't noticed a change in this. Being campaign, maybe that level 3 hero was buffed by default or something.
On October 18 2011 19:37 Rimstalker wrote:attacking town is a huge pain in the arse, especially, if the defending hero has some defensive spells.
Yes, and the CPU puts units inside of buildings (I don't know how yet) and I had to kill the building before being able to kill it with melee (ranged were able to hit, but penalized)
On October 18 2011 20:54 Cyber_Cheese wrote: I don't know how exactly the dynasty heroes work, why can I set their skills before they level in the game? Other than that it seems alright so far.
well dynasty u can activate or not before the game , its basicly the RPG bonus they added for people .
To the AI i gotta say Hard AI is ridicilously stupid , doesnt react on frost traps from sancturary mob 1 good set frost trap = gg^^
Did they improve the balance between the factions since beta? Because Haven/Necro were so far ahead and even the Orcs were so far ahead of the poor Inferno and Sanctuary.
Anyone know where the maps folder is located? I want to play around with some of the stock maps but they seem to be in some retarded file format that nothing can open.
On October 19 2011 10:15 superbabosheki wrote: Anyone know where the maps folder is located? I want to play around with some of the stock maps but they seem to be in some retarded file format that nothing can open.
On October 19 2011 02:02 TheUnderking wrote: No, there are no dragons.
Did they improve the balance between the factions since beta? Because Haven/Necro were so far ahead and even the Orcs were so far ahead of the poor Inferno and Sanctuary.
not sure yet, first impression is that not that much has changed regarding this. I've only played through 4 campaigns and done some customs against AI as of yet though. havent had the time to multiplayer yet , so i be could off.
apart from the minor bugs (cursor , not being able to scroll the view , Griffin battle dive not working properly in campaign etc. ) i like it so far.
Took some getting used to the new town building screens etc but it will grow on you.
animations, graphs in general , better RPG style , better story , less creep fighting more faction fighting are all things i like.
One thing i may be wrong about aswell but in general MIGHT heroes strike me as being way better then magic ones. work your way up to cleave and the third archer perk and shoot everything to kingdom come in round one.
even the high end casters seem to be able to do little to stop it. might be just my impression though.
On October 19 2011 02:02 TheUnderking wrote: No, there are no dragons.
Did they improve the balance between the factions since beta? Because Haven/Necro were so far ahead and even the Orcs were so far ahead of the poor Inferno and Sanctuary.
not sure yet, first impression is that not that much has changed regarding this. I've only played through 4 campaigns and done some customs against AI as of yet though. havent had the time to multiplayer yet , so i be could off.
apart from the minor bugs (cursor , not being able to scroll the view , Griffin battle dive not working properly in campaign etc. ) i like it so far.
Took some getting used to the new town building screens etc but it will grow on you.
animations, graphs in general , better RPG style , better story , less creep fighting more faction fighting are all things i like.
One thing i may be wrong about aswell but in general MIGHT heroes strike me as being way better then magic ones. work your way up to cleave and the third archer perk and shoot everything to kingdom come in round one.
even the high end casters seem to be able to do little to stop it. might be just my impression though.
Any one else thought this ?
cant agree on that might isnt better then magic , on the other hand heros are generaly extremly weak compared to a part of your army , wich is why i put the settings on exp gain on fastest , makes the heroes more shine
E: about balance i cant say much cause hard Ai is no challenge ( i play sancturary ) , cant try multiplayer because GPRS-internet is auto disconect from multiplayer in this game. dunno why they made it like that cause in sc2 u can play with GPRS internet
On October 17 2011 19:54 Telemako wrote: - Town portals are now castle buildings, you're able to move between castles (one each turn) quite fast.
Sigh, this one thing alone made me not buy the game.
Makes things so fucking annoying having heroes everywhere teleporting all over.
Only one teleport is allowed per turn, and it consumes all of your movement points (well, 70% of max movement points or so). It's not as bad as it sounds. And 10 to 20 mana each cast (before skills hero regenerates 4 per turn or so). This limits the spam-casting of it significantly.
I'm stuck in the 2nd mission of the Haven campaign in hard because, although I have like 4 dwellings and 3 cities with all the creature-birth upgrades, I only get like 10 total of each every week... And no it's not a week of the plague or sth, it's just bugged and I can't win with no creatures, even if I could I don't really want to bother I'll wait until it's fixed... Many other shitty bugs, imperial griffins suck because they can't dive attack, if you hit with your marksman through a unit guardian-angel that is near praetorians, the praetorians take damage as if your unit took damage, pretty sure that's not intended. Also sometimes for completely random/unknown reasons, my creatures or the AIs' do 0 damage (all the damage shows in "absorb" for a few turns then it goes back to normal ? With no spells used or w/e at all, just a weird bug.
REALLY annoying, the game would be really good without the ton of semi-gamebreaking bugs...
On October 19 2011 22:46 Microchaton wrote: Also sometimes for completely random/unknown reasons, my creatures or the AIs' do 0 damage (all the damage shows in "absorb" for a few turns then it goes back to normal ? With no spells used or w/e at all, just a weird bug.
Check your artifacts. I only played the demo but on the 2nd level of demo campaign you find an artifact that makes 3 first attacks the enemy does against your army do 0 damage.
On October 19 2011 22:46 Microchaton wrote: I'm stuck in the 2nd mission of the Haven campaign in hard because, although I have like 4 dwellings and 3 cities with all the creature-birth upgrades, I only get like 10 total of each every week... And no it's not a week of the plague or sth, it's just bugged and I can't win with no creatures, even if I could I don't really want to bother I'll wait until it's fixed... Many other shitty bugs, imperial griffins suck because they can't dive attack, if you hit with your marksman through a unit guardian-angel that is near praetorians, the praetorians take damage as if your unit took damage, pretty sure that's not intended. Also sometimes for completely random/unknown reasons, my creatures or the AIs' do 0 damage (all the damage shows in "absorb" for a few turns then it goes back to normal ? With no spells used or w/e at all, just a weird bug.
REALLY annoying, the game would be really good without the ton of semi-gamebreaking bugs...
I've found bugs like this as well. One the first level of the necro campaign shortly after capturing the second to last castle all my recruitment bars showed up as like - 4000 so I couldn't get any more creatures. Luckily I am necromancer and my army doesn't die so I was able to win anyway. I think it reverts back to normal if you load from a previous save before the bug though.
On October 19 2011 21:30 Drey wrote: Having played it for a couple of days I can see the game is buggy, slow and not what I expected(seems rushed to be released). The art is pretty good.
OK, now how hard is it to make a HOMM 3 with updated graphics and new skill/creatures ? Wouldnt that be what everyone wants ?!
On October 19 2011 23:30 Warpath wrote: The game does feel slow compared to the rest, i just increased the game speed in the options menu. solved that! :D
The campaign feels 100x better this time around too!
You basically have to do this in any HoM&M Game, the standard animation speed both for fights and movement is just insanely slow.
On October 19 2011 22:46 Microchaton wrote: Also sometimes for completely random/unknown reasons, my creatures or the AIs' do 0 damage (all the damage shows in "absorb" for a few turns then it goes back to normal ? With no spells used or w/e at all, just a weird bug.
Check your artifacts. I only played the demo but on the 2nd level of demo campaign you find an artifact that makes 3 first attacks the enemy does against your army do 0 damage.
aye the guardian breastplate. soaks up any and all of the first three damaging moves made against you. retalliation or attack and the likes.
edit : the game seems to promote playing really aggressive in general. in HoMM 5 and earlier versions i used to play turtle way more. sweep your starting area , turtle to build up and go.
Here i've mostly played , day 1 go , go and go makes the overall games better in my opinion.
I wrote a long list of stuff I didn't like. Sufficient to say... what a load of shit. A rushed pile of crap. Such a shame. One of the very few games I was looking forward to this year.
Campaign is fantastic. Game needs alot of polishing, but that's the reason I'm sitting on ubi game forums and reporting every bug I encounter (same as lots of other players).
I would like old skills back, but that's basically it. The look and feel is great.
On October 21 2011 21:18 cYaN wrote: I wrote a long list of stuff I didn't like. Sufficient to say... what a load of shit. A rushed pile of crap. Such a shame. One of the very few games I was looking forward to this year.
I played the demo of HOMMVI (or MMHVI, whatever they want to call it) and all it wanted me to do was go back to play HOMM3... Not a great job at all from the developers. 3DO struck gold two times in a row and then chopped their arms off. I didn't mind the talent system though, they were on to something there.
2nd mission of the Haven campaign was pants on head retarded. I was playing on normal and I didn't know if I should laugh or cry.
1st off: there was this 1 fort on the way to Igor (top right baron) where after the comp recaptured it 500 gryphs would spawn in the garrison LOL. Aside from the gryphs it had like 80 riders, 200 sisters and around 300-500 of archers and spearmen. Fucking insane.
2nd: Even when I had the whole map and was getting ~50 riders every week and the comp was left with 1 last castle (Igor, again) every week he would send out a captain hero with 130 riders, 200 gryphons and more shit than I care mention. I mean how is it even possible lol! On 1 castle he has double my creature growth?!
3rd: After I finally got rid of Igor the cyclops guarding the way to the Dragon Knight were around 500 strong! LOL fucking murdered most of my army. Fortunetly for me Upgraded spears, shittons of Xbowmen (I mean in the 2K-3K range) and around 600 Blazing Glories worked them down.
4th: You guessed it =D. Necro lord left in his hole. After 13 months he had around 1K liches and 2K everything else >.>
On October 22 2011 23:57 Latham wrote: 2nd mission of the Haven campaign was pants on head retarded. I was playing on normal and I didn't know if I should laugh or cry.
1st off: there was this 1 fort on the way to Igor (top right baron) where after the comp recaptured it 500 gryphs would spawn in the garrison LOL. Aside from the gryphs it had like 80 riders, 200 sisters and around 300-500 of archers and spearmen. Fucking insane.
2nd: Even when I had the whole map and was getting ~50 riders every week and the comp was left with 1 last castle (Igor, again) every week he would send out a captain hero with 130 riders, 200 gryphons and more shit than I care mention. I mean how is it even possible lol! On 1 castle he has double my creature growth?!
3rd: After I finally got rid of Igor the cyclops guarding the way to the Dragon Knight were around 500 strong! LOL fucking murdered most of my army. Fortunetly for me Upgraded spears, shittons of Xbowmen (I mean in the 2K-3K range) and around 600 Blazing Glories worked them down.
4th: You guessed it =D. Necro lord left in his hole. After 13 months he had around 1K liches and 2K everything else >.>
rofl, this seems like a bug or something
Im gonna wait they patch everything up before buying it
On October 23 2011 08:36 Cuddle wrote: So I beat the second map with Slava (wolf's something something) and it doesnt register. Bug or did I do something wrong? Next map never shows up.
That's the whole campaign. Just the 2 missions. Move on to the next one.
On October 23 2011 08:36 Cuddle wrote: So I beat the second map with Slava (wolf's something something) and it doesnt register. Bug or did I do something wrong? Next map never shows up.
That's the whole campaign. Just the 2 missions. Move on to the next one.
ditto. That was confusing for me as well. I was liking the story and was sad when i just had to move on to another one. Now I've played 4 missions of the necro campaign. I think the campaigns/storylines are going to be really fun. I got bored of the HOMM3 campaigns pretty fast, but I think I'll enjoy all of these.
On October 23 2011 08:36 Cuddle wrote: So I beat the second map with Slava (wolf's something something) and it doesnt register. Bug or did I do something wrong? Next map never shows up.
That's the whole campaign. Just the 2 missions. Move on to the next one.
ditto. That was confusing for me as well. I was liking the story and was sad when i just had to move on to another one. Now I've played 4 missions of the necro campaign. I think the campaigns/storylines are going to be really fun. I got bored of the HOMM3 campaigns pretty fast, but I think I'll enjoy all of these.
The haven campaign kind of continues the story from the tutorial campaign. The game has a lot of little things going on to it, still haven't figured everything out with the tutorial.
I've been getting quite a bit out of the game so far despite the poor reviews, I think maybe cause I haven't played the former games. Usually by the end of the maps I'm wanting to just put it on auto combat since battles get a little stagnant for me, I wonder if i should just be saving and then coming back to it later when that happens.
I did a hotseat game with my brothers the day after it came out and I was back east with my family, and we played a good 6 hour game. We didn't finish and we were learning while playing, but multiplayer really adds a lot
Has anyone had trouble with the second Stronghold level? I chose the path of tears during the first level, and because of this I can't do the path of blood mission in the second level. This causes my game to freeze.
So, apart from everthing said here so far... does anybody play this game online? I tried it yesterday, mostly just playing with my brother. So far it was quite frustrating with disconnects every few hours, but great fun apart from that. I mean, if Ubisoft would patch things like the interface, when waiting for others players and beeing able to watch allied fights, I think it would have some potential. I really like the game itself so far. Of course it is quite different to HoMM3, but I like many of the changes and still try to figure out a lot of them.
On October 23 2011 08:36 Cuddle wrote: So I beat the second map with Slava (wolf's something something) and it doesnt register. Bug or did I do something wrong? Next map never shows up.
That's the whole campaign. Just the 2 missions. Move on to the next one.
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.
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.
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.
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.
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.
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.
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.
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).
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
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.
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.
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.
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.
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.
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 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!
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.
Ok my first impression is now turning sour thanks to the AI blatantly cheating with conversion of buildings and maphacking. They always time so that they steal all your godamn unit producing buildings in the last day of the week, fucking cunts
I don't think the AI times that at all. In the campaign the timings of their attacks seem to be similar every game, so they just might be scripted, idk. Either way, I don't think the AI knows what day it is, when taking your buildings. Also I'm pretty sure the name was Sveltana, so it isn't so sweatty after all.
I still enjoy playing the game, even though you find more and more bugs, the longer you play it. :D Now finished two campaigns and I like the story. Nice atmosphere, just feels pretty neat!
Played one game against bots as Haven and I have to say lol Praetorians + Vestals own shit up. Did not need anything else than those two units to beat a bunch of Archangels or whatever they are in this game and not lose literally a single unit.
On November 02 2011 01:49 CCow wrote: I don't think the AI times that at all. In the campaign the timings of their attacks seem to be similar every game, so they just might be scripted, idk. Either way, I don't think the AI knows what day it is, when taking your buildings. Also I'm pretty sure the name was Sveltana, so it isn't so sweatty after all.
I still enjoy playing the game, even though you find more and more bugs, the longer you play it. :D Now finished two campaigns and I like the story. Nice atmosphere, just feels pretty neat!
Nah play on hard, I'm 99% sure they time it, it's like clockwork, I even tested it by leaving my fort with knowledge of the enemy hero being nearby. They do nothing until the very last day before I would be getting extra reinforcements, the only time it's really REALLY shitty is when 3 different teams do it at the same time so whereever your hero is the enemy is not.
Yeah but lets face it, the only real interesting time to take a castle is on the last day of the week. Since there is no real use for it other than steal the creature growth.
Thats something I liked about Heroes4, growth was spread across the week, making the first day less important.
i usually only set up advanced port in only 1 of my castles, typically the one that is most in danger of being caught. building them in all castles will redirect you to the nearest one when used. if you only build it in 1 , you will always go there.
probably stating the obvious here but you never know.
only in the 3rd of demons atm , had to wait 8 days for Ubi tech support to reply so couldnt play finished all the campaigns prior to demons. the first demon level was kinda hard-ish aye since your doggies get targeted and smacked around by pretty much everything. gets easier when he levels up , reinforcements on doggies with counterstrike first is sexy.
I just finished today the heaven campaign and it was brutal. The final battle was a joke but god damn the map was hard. Ninja enemy heroes using portals to get to your main town and the sheer number of castles and hill forts is nerve wrecking. I'm glad I got this out of the way, I really don't like Heaven in this game, they seem op to me which is funny because Angels/Celestials are trash. I think I'm gonna start Necro next just to finish with these two "one trick pony" castles, then the real fun will begin, hopefully.
I don't mind this game, overall seems qutie good, but it is crying out for an expansion. Maybe it's just me, but none of the castle-type choices interest me in the slightest. I've been playing Haven as they are the only one that feels even slightly appealing to me. FYI I've mained: Warlock (HoMM2), Rampart (HoMM3), Rampart Replacement (HoMM5). Never played HoMM1 and 4 I didn't like at all.
aye found that out rather late myself, i usually dont read the manuals since i like to think that after many years of gaming ill get into it quickly enough. previous HoMM games were finish full campaign , start next so assumed this was the case again. boy was i surprised when i ran into some story holes
some of you were wondering how to access the maps that came with the game.
The thing is that the maps are there but they are compressed in the Data2.orc file from your came directory. To access them you need to extract them from Data2.orc
You can do this with the help of a small software which converts orc to zip. I found this link on the official forums: http://www.multiupload.com/NL011UXGU0 I tried it and it worked I also couldn't detect any viruses or worms in the converter so it seems to be clean.
Been playing the demo, it's been fun enough to make me consider buying it. How does the multiplayer work? Is there a lot of desync or crash problems? Does the game inform you if you alt+tab by highlighting or popping up when it's your turn? (like heroes 3) How many maps are there in the full game and are they balanced with starting area resource placements?
CelestialHeavens.com - a pretty large Heroes resource AgeofHeroes.com - another fairly large site ToHeroes.com - a tournament site
All three sites have been around since Heroes 3, and all three sites have some form of custom map repository. I would check them out in the order I listed above.
On December 03 2011 18:48 Catreina wrote: CelestialHeavens.com - a pretty large Heroes resource AgeofHeroes.com - another fairly large site ToHeroes.com - a tournament site
All three sites have been around since Heroes 3, and all three sites have some form of custom map repository. I would check them out in the order I listed above.
So any updates out that fix the support for laptop graphics cards? I wanted to play this, the demo played fine on my laptop, then I test-pirated it and it wouldn't run.
You might want to check those websites, they are pretty large community wise and have usually had the patches on their servers fairly quickly after release.
Got it recently from the steam sale, demo felt and played solid and despite the common subjects of complaints (no proper town screens, square combat etc.) it played out fine. I ended up finding out that despite not having problems with demo, the full version has the mouse lag problem for me during the fights, it was annoying but not very noticeable when I stopped waving the mouse all around and instead of dropping the polling rate I just reduced the amount I wave the mouse around.
Kind of hoping they'd really get into fixing all the little stuff and made the DRM more lenient, while I haven't had real crashes or connection lost as of yet, I quit about once an hour to make sure the saves get synched as I don't want to lose loads of progress due forgotting to do so and finally recieving the disconnect (as they don't seem to have any system to report even planned downtimes to player). Thankfully it seems they have made Conflux (their online system) more stable since early days from what I've read from their forums.
There's still work to do and promised things to finish (such as townscreens, though I hope they just add all the buildings on the smaller screen or have option to keep it as it feels faster to use than traditional fade into town screen and then fade out which after some 100 turns had add minutes to play time), despite all the problems along the way I can say I've enjoyed it more than IV or V so far (though I haven't had V for very long as I got it too from one of the steamsales).
While some classic things like multiple important resources and mageguilds are missing, the alternatives work well and reduce the randomness of the game, I don't think I have seen anything on par Dimension Door in brokeness as of yet and the multiplayer has felt very solid from what I've played against friend. If they eventually make an expansion to improve the game even close as much as it did to V and get the bugs hunted, I'm sure to get it.
So hows the game doing... Waited a long time for this and wanna see how support etc is.... Can sum1 who has it tell me... Also.... Dat Sorceress castle theme from HOMM2 is so imba!!!
On April 03 2012 22:22 Firereaver wrote: So hows the game doing... Waited a long time for this and wanna see how support etc is.... Can sum1 who has it tell me... Also.... Dat Sorceress castle theme from HOMM2 is so imba!!!
2, 4 and 5 were the best. Preferred 2 or 4 as the best. Im amazed that teamliquid has forums on all my fave games. broodwar, civilization, magic the gathering and homm. i love this game. remembered the 2 as till we drop hotseat ten years ago with my friend.
On February 26 2013 11:26 riyanme wrote: 2, 4 and 5 were the best. Preferred 2 or 4 as the best. Im amazed that teamliquid has forums on all my fave games. broodwar, civilization, magic the gathering and homm. i love this game. remembered the 2 as till we drop hotseat ten years ago with my friend.
How can you even say "4 and 5 are the best" without saying 3? That sounds awfully biased to me.
I still play this game a bit. Probably waiting on the expansion now.... the campaigns are fun.
On February 26 2013 11:20 riyanme wrote: honestly, im disappointed on this version. does anybody here play homm? hello? anybody?
I think 6 FINALLY removed some of the problems of this game in its previous iterations:
1. Hero development is no longer dice-roll. 2. Hero spells are no longer dice-roll. 3. Creature spawns have predictable cost. 4. Magic power can scale creatures. 5. Spells have cooldown.
Compared to HoMM5, it improved in the following ways:
1. Factions have both might and magic based heroes 2. AI is much better/stronger 3. Puppet Master is capped 4. Blood/Tear hero specialization
On February 26 2013 11:26 riyanme wrote: 2, 4 and 5 were the best. Preferred 2 or 4 as the best. Im amazed that teamliquid has forums on all my fave games. broodwar, civilization, magic the gathering and homm. i love this game. remembered the 2 as till we drop hotseat ten years ago with my friend.
How can you even say "4 and 5 are the best" without saying 3? That sounds awfully biased to me.
I still play this game a bit. Probably waiting on the expansion now.... the campaigns are fun.
i have played the 3. its just i didnt have much play time on that version. it looks good too. 2 and 4 were the only versions were i had an insane hotseat experience with my friends (play till we drop). so i guess you could say im bias.
On February 26 2013 11:20 riyanme wrote: honestly, im disappointed on this version. does anybody here play homm? hello? anybody?
I think 6 FINALLY removed some of the problems of this game in its previous iterations:
1. Hero development is no longer dice-roll. 2. Hero spells are no longer dice-roll. 3. Creature spawns have predictable cost. 4. Magic power can scale creatures. 5. Spells have cooldown.
Compared to HoMM5, it improved in the following ways:
1. Factions have both might and magic based heroes 2. AI is much better/stronger 3. Puppet Master is capped 4. Blood/Tear hero specialization
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now now... im biased here. really. just knowing the graphics is the same as in 5, it really turned me off and didn't bother to dig up whats new. as you can see on my desktop, only 4 and 5 were the ones i keep.
There were definitely graphic improvement for 6. But it wasn't a huge jump. I also welcome the fact that things aren't as sexualized as they were in 5.
I haven't played Shades of Darkness though. I am debating if I should buy now or wait until it goes on sale. It SEEMS that there are no changes to the mechanics of the game beside adding a new faction.
EDIT: can anyone tell me what the Dungeon might and magic heroes' racial abilities are?
Its a shame that there is not much attention for the expansion. I've always love the series, just got the complete edition yesterday and the game is fantastic. If only HoMM VI was at this stage when it was released in 2011, it would be a huge success. This is the perfect time to start playing the game if you missed it all this time.
I will have to say, do not waste your money on this dead franchise.
HOMM6 is riddled with bugs, some almost 2 years old.
Instead of fixing these bugs, Ubisoft is churning out DLC and charging $39.99 for it.
Example of one of these bugs - equipping specific dynasty weapons, then saving / loading PERMANENTLY reduces your main hero's stats. I realized this the other day when I started Necro 3 campaign and realized that the main hero, while having 250% more spell power than the second hero you are given, was doing 70% of the second hero's damage and effects.
The really funny part about this? The above bug was reportedly ADDED by Ubisoft in the same patch that fixed spell mana costs exponentially increasing with save / loads when equipping the same dynasty weapons.
Another bug / exploit, this one unfixed from release - take a stack of shooters, put them in a corner, then surround them by creatures with spirit form, and then spam defend - spirit form does not get removed until the creatures' first attack, so basically they get a permanent 50% damage reduction. Meanwhile, you take out everything on the board with hero attacks and the shooter stack. Makes PvP a joke as you can imagine, particularly for necros; also means that you can basically creep the whole map with a stack of skeletons surrounded by ghosts (including hard / elite stacks).