Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - News and Information topic - Please read rules ~
Thread: ~ Heroes 6 - News and Information topic - Please read rules ~ This thread is 29 pages long: 1 ... 4 5 6 7 8 ... 10 20 29 · «PREV / NEXT»
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 20, 2010 05:04 PM
Edited by Cepheus at 17:05, 20 Aug 2010.

The world and timeline in Heroes V and VI is not overtly connected to the worlds from H1-4 and MM1-9. But they mention "bringing back all the characters that made this franchise great" so, we'll see...
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
hahakocka
hahakocka


Known Hero
posted August 20, 2010 08:30 PM
Edited by alcibiades at 21:57, 20 Aug 2010.

More interview and thoughts

http://www.youtube.com/watch?v=qQjYN8R14cc&feature=related

http://www.youtube.com/watch?v=qgVZquwGE5A

Somebody speaks here czech language of french as well? In these videos there are Heroes VI interviews and thoughts and others games too.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 20, 2010 08:44 PM

Quote:
Ok, so the reporter who said that you won't be able to flag mines and dwellings unless you conquer the nearby city first said he was pretty sure that's what they said. Apparently Ubisoft was pretty clear and he has no idea why other reporters haven't picked this up. Still no word on his preview though.


Gamespot reported this in their preview. Was posted yesterday: http://gamescom.gamespot.com/story/6273924/might-and-magic-vi-heroes-impressions/

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dexter
Dexter


Known Hero
posted August 21, 2010 12:15 AM
Edited by Dexter at 00:20, 21 Aug 2010.

The four years Erwan mentions include the first version of the game made by Nival Interactive, so there was quite some work done, but all got scrapped with the new developer.

And Nival indeed started pretty early. It think it was even before Heroes V got shipped. But of course at such an early phase all they could do was to establish a new style for the next game.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dexter
Dexter


Known Hero
posted August 21, 2010 12:28 AM

Quote:
Quote:
The four years Erwan mentions include the first version of the game made by Nival Interactive, so there was quite some work done, but all got scrapped with the new developer.

And Nival indeed started pretty early. It think it was even before Heroes V got shipped. But of course at such an early phase all they could do was to establish a new style for the next game.

Why did Ubi changed developer if they were already working on H6???


That is a very, very long story, but to put it short: different ideas for the main theme.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 21, 2010 12:34 AM
Edited by Cepheus at 00:34, 21 Aug 2010.

Some answers from a (hopefully) familiar face:

http://www.celestialheavens.com/forums/viewtopic.php?t=11281

Principal revelation in block capitals so you don't miss it:
CLASSIC TOWN SCREENS ARE IN. THEY HAVE NOT BEEN DROPPED.

(reposted on this page so people will see it)
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 21, 2010 11:32 AM

Haven't seen this one posted, this is also from Celestialheavens, by the member Eternor:

"From a collection of files on Ubisoft's press site.

PDF files with conceptual information about factions.

These images are from the PDF files below, they are 1 of the 2 types of heroes of each faction:







The quotes are only small part of the documents.

Haven

MM_Faction_Haven_ID.pdf - http://www.mediafire.com/?ca3m31vu1bed9q2

Quote:
Aka: The Knights of the Light
In a nutshell: A feudal Holy Empire, protected by medieval knights and monks with access to “Light” Magic and “Angelic” elite troops.
Inspiration: Medieval Western Europe (for the general atmosphere and design), Imperial Rome (for the military organization and “Pax Romana” concept), Knights Templar (for the sense of religious mission), Victorian England (for the puritanical nature and strict class division).


Inferno

MM_Faction_Inferno_ID.pdf - http://www.mediafire.com/?twc3b2bdjlhioqo

Quote:
Aka: The Demons, The Lords of Chaos
In a nutshell: Demons are embodiments of Chaos. They believe that the only meaningful moral value is individual freedom, and they feel no need to justify their actions. They kill because they can, or they want to.
That's why they are viewed as "Evil" and dangerous, and why the other factions of Ashan prefer them to be locked up in their prison-realm, Sheogh, that Sar-Elam created for them. However, there are individuals, among these nations, who are seduced by this absolute notion of Free Will above all, and end up converted to demon worship.



Necropolis

MM_Faction_Necropolis_ID.pdf - http://www.mediafire.com/?1gpyqn7q0xx4tg8

Quote:
Aka: The Necromancers, the Undead
In a nutshell: Necromancers began as a splinter sect of the Wizards, and grew into a powerful nation. They worship the "Death" aspect of Asha. Their interpretation of the Goddess's darkest aspect is fanatical, emphasizing death alone and exalting the state of un-life to which all Necromancers aspire. Necromancers study death-magic in order to become eternal, but on their way to un-life, they learn how to control the spirits of the deceased (ghosts) or how to raise the dead from their graves (skeletons).


He also said the following, but I don't see any of the names listed in the pdf's and the images are clearly the heroes:

(Also, the files included concept art (already released), that clarified the potential names of the units displayed.

Haven:
Sentinel - Praetorian

Inferno:
Juggernaut - Juggernaut Ravager

Necropolis:
Vampire Knight - Vampire Lord
Lich - Arch Lich)

The Necropolis one has more interesting stuff:

Quote:
Necropolis architecture is frighteningly uniform. The Necromancers' devotion to Order is reflected in their obsession for symmetry and sharp, angular shapes. Pyramids and obelisks are their archetypal buildings, unadorned except for the ever-present symbols of their Spider Goddess. Their favourite construction material is the cracked black stone of the southern deserts, making it seem as if entire cities are drinking in the light of day and swallowing it down.




Quote:
Racial ability: Necromany - Any living creature or Undead falling on the battlefield feeds a special gauge. The player can use it to increase one of his own stacks. X% of the raised creatures remain after combat.


Quote:
Necromancers, like Wizards, are rarely seen on the front lines. They usually stay in the rear echelon, either as command cadre, or as
support units.
Otherwise, Necropolis armies consist of wave after wave of the walking dead, countless in number, infinitely obedient, immune to fear
or pain.
These lesser Undead are generally slow and clumsy, but they have the numbers to drown their enemies in bodies, and the ranks of the
dead enemies are "raised" to replace their own fallen lines.
Necromancers also engage ghosts in battle, for quick surgical strikes. In many ways, ghosts are to the Death Lords what the Djinns are
to the Wizards.
Necromancers will generally press an attack for hours, knowing full well this is one of their advantages. Their troops, after  all, never get tired.


I guess that confirms the 5th faction is the Wizards?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 21, 2010 12:20 PM
Edited by Danny at 12:29, 21 Aug 2010.

More from the pdf's:

Quote:
Haven Srategy: "Stand Your Ground"

Haven troops are excellent defensive fighters as well, and are legendary for getting their enemies to fight on their ground of their choosing.

Haven generals should focus on winning in the long run by resisting the opponent's assault and outhealing his damage output.

Haven hero and creature abilities combine to Weaken, absorb and redirect the enemy attacks, to heal its damage to retaliate to his assaults.

- Strengths: Mass buffs and healing abilities, temporary total immunity (racial ability), most resilient units, very high morale, high relatiation damage.

- Weaknesses: Limited ranged offense, low damage output.

- Racial ability: Guardian Angel - a friendly stack becomes imprevious to damage and ill-effects.


Quote:
Haven's best weapons are healing and defense, so the offensive focus has to be on the opposite damage dealears, in order to reach the point when the enemy can be "outhealed".

Enemy creatures able to disable or strike hard at the Haven support units should also be considered a priority.


Quote:
Inferno inspiration: Greek Maenads / Bacchantes (the frenzied followers of Dionysos-Bacchus), Decadent Rome (Nero, Caligula, Heliogabale, etc.), Carthage or Aztec priests


Quote:
Inferno Strategy: "Divide, Summon and Conquer"

Gate in as many extra troops as you can while spreading chaos and fire  in the enemy’s ranks. Then let your shock troops finish
them.

Inferno generals should focus on fast massive area of effect damage, "mass" offensive abilities, disruption of enemy support  and
tactics, free expendable reinforcements.

Strengths: Best direct damage magic, good mobility, melee units are both resilient and lethal, can control Chaos (Fate / Luck,
Space and Time) to their advantage.

Weaknesses :No support abilities, weak morale.

Racial ability: Gating - Inferno troops can summon temporary reinforcements of their own kind directly on the battlefield.


Quote:
The entire nation of Demons is an army. Each one lives only to raven and destroy, and is quite capabl  of wreaking tremendous
havoc on his own. Forged together into a disciplined army, they would be nearly unstoppable.

Fortunately for their enemies, instilling that discipline is harder than it looks, and the lesser demons often need to be driven along
by massive, whip-wielding taskmasters.

But the mere intimidating presence of the demon legions on the battlefield isn’t enough, and they’ll use every trick at their disposal
– destructive "area" spells of all kind, mind control, shape-shifting, curses, etc.

Only then, once the enemy has been sufficiently softened up, will the  demonic forces charge. If the demonic ranks hold their discipline, they generally power straight through anything opposing them. If not, they turn into a ravening mob.

Demons have also two wicked aces up their slaves:
Able to alter the space-time continuum, they can teleport on the field of battle.

And their "Gating" ability allow them to summon instant reinforcements from their prison-realm.

Demonic weaponry is serrated, barbed, and spiked so as to cause maximum pain and damage, and to make healing any wound they
inflict that much more difficult.

Chaotic by nature, Demons have a wild combat behaviour and erratic tactics.

Their unpredictable and area-of-effect abilities have a tendency to  damage or affect their own units, so the goal is often simply to  make  sure the opponent suffers even more.

Generally, it is better to sacrifice gated units than permanent ones, so playing it slow at the beginning is good, at least until  the  Inferno leader has enough summoned troops to launch in.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 21, 2010 04:17 PM

Dexter mentioned a French site in the artwork thread. It contains another impressions article. I used online translation and I found this part interesting:

Quote:
The second new castles have also undergone a facelift. Three things about them. The first is that once the capture or taking of a castle, our main building will benefit from a control area. The control area will allow the player to automatically capture all the mines and resources in an area near his home. The developers explain this by the fact that the player would lose usually get a few laps to its resources before starting the real adventure. It's understandable. Second thing, these castles are now entitled to a 3D representation of their contents, seen from the outside. This allows, as an enemy castle seen, know what production unit of the opponent has. Finally, the management of the castles has been reviewed. She is now separated into joint production buildings, whose locations are unlimited and unique buildings that give bonuses and production resources, but have limited location. The aim is obviously to force the player to specialize the various castles in the economy or production units.


http://www.jeuxvideopc.com/articles/2609-gc-10-presentation-might-and-magic-heroes-6/

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dexter
Dexter


Known Hero
posted August 21, 2010 10:50 PM
Edited by alcibiades at 23:06, 21 Aug 2010.

Here you have it guys, Drachenwald posted some photos from the demo, and the Town Screen for Necropolis is availible among them.

http://www.drachenwald.net/gamescom/080.JPG
http://www.drachenwald.net/gamescom/089.JPG
http://www.drachenwald.net/gamescom/093.JPG
http://www.drachenwald.net/gamescom/094.JPG
http://www.drachenwald.net/gamescom/097.JPG

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
feanorfinwe
feanorfinwe

Tavern Dweller
posted August 21, 2010 11:10 PM
Edited by alcibiades at 23:15, 21 Aug 2010.

news

he arena that you see when combat begins, may not be the same as you will be fighting on when it runs at the end. Ubisoft promises dynamic arena's that can be changed by player and AI actions, as well as random events. A safe natural barrier may remain that until the end of the session, but may also vanish into thin air right before your very eyes, opening up your weakly armored ranged units to powerful blows from your enemy's melee fighters. Some arena's may actually slowly flood while playing on them, quickly making occupy-able space scarce and throwing up new natural barriers in the process.

[url]http://www.hookedgamers.com/pc/might__magic_heroes_vi/preview/article-734.html[/url]

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
feanorfinwe
feanorfinwe

Tavern Dweller
posted August 21, 2010 11:15 PM
Edited by feanorfinwe at 23:19, 21 Aug 2010.

[url=http://www.hookedgamers.com/pc/might__magic_heroes_vi/preview/article-734.html]HG Preview[/url]

The arena that you see when combat begins, may not be the same as you will be fighting on when it runs at the end. Ubisoft promises dynamic arena's that can be changed by player and AI actions, as well as random events. A safe natural barrier may remain that until the end of the session, but may also vanish into thin air right before your very eyes, opening up your weakly armored ranged units to powerful blows from your enemy's melee fighters. Some arena's may actually slowly flood while playing on them, quickly making occupy-able space scarce and throwing up new natural barriers in the process.

____________
[url=http://tbs.heroes-centrum.com]Heroesworld[/url]- 1. TBS games fansite!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dexter
Dexter


Known Hero
posted August 22, 2010 02:17 PM
Edited by Dexter at 14:18, 22 Aug 2010.

A T-shirt from heroes VI, that somebody from Drachenwald got at Gamescom:

http://www.drachenwald.net/gamescom/h6shirt.JPG

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 22, 2010 02:48 PM

Looks like a phoenix to me...
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 22, 2010 03:53 PM
Edited by Danny at 15:55, 22 Aug 2010.

Gunnar at drachenwald posted some info taken from Erwan himself, I used online translator so not sure if it's totally accurate, but here it is:

- copy protection not decided yet, depends on 'higher authority', not the developers

- 5 terrain types, assigned to each faction

- campaign has the tutorial and then 20 maps in total

- map editor might be included in the final release, random map generator not confirmed yet

- Heroes won't be involved in the battle (like H3) and the magic system is extensive and is not elaborated on yet

- caravans 'will no longer be necessary' but ships are still there

- AI programming is the most difficult task

- there will be dragons in the game (hope I got that one right)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Danny
Danny


Famous Hero
posted August 22, 2010 04:15 PM

http://forum.drachenwald.net/thread.php?threadid=7095&page=4

If I got it right, he made the forum members write him questions so he could ask Erwan, which he did yesterday.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
torin856
torin856


Hired Hero
posted August 22, 2010 04:36 PM

Quote:
Quote:
Quote:
How did you arrive at that percentage?



Of course there is nothing special mathematical explanation for that.
We have 6 more nominees so everyone has 16.666 percent chance. I gave double chance for wizards because of some really weak references, that's all.
Actually we have an unnknown number of nominees, and there are multiple factors affecting the likeness of appearance, most of which we are not privy with. But that's all obvious.


Since official source said that "we'll have 5 races out of the 10 from HoMM universe" we have 6 number of nominees.
Discussion closed.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bludgeon
bludgeon


Known Hero
posted August 22, 2010 04:44 PM

Quote:
Since official source said that "we'll have 5 races out of the 10 from HoMM universe" we have 6 number of nominees.
Discussion closed.
Because you say so? lol.

Yes, the official source said there are 10 factions in homm universe, but this is not real-world history and nothing is set in stone. If the developers fill the game would benefit from 11th or 12th faction, they will create it period.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 22, 2010 04:47 PM

Please stop beating a dead horse. It was just a figure of speach that Academy seemed likely (to the poster). End of discussion.
____________
What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 22, 2010 04:48 PM

Quote:
Yes I know they were a rarely seen neutral unit. I mean they weren't part of any faction's lineup.


No need to save yourself Phoenixes weren't rarely seen because of 'conjure phoenix' spell.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 29 pages long: 1 ... 4 5 6 7 8 ... 10 20 29 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1273 seconds