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Thread: ~ Heroes 6 - News and Information topic - Please read rules ~ | This thread is pages long: 1 ... 4 5 6 7 8 ... 10 20 29 · «PREV / NEXT» |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted August 20, 2010 05:04 PM |
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Edited by Cepheus at 17:05, 20 Aug 2010.
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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...
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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hahakocka
Known Hero
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posted August 20, 2010 08:30 PM |
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Danny
Famous Hero
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posted August 20, 2010 08:44 PM |
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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/
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Dexter
Known Hero
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posted August 21, 2010 12:15 AM |
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Edited by Dexter at 00:20, 21 Aug 2010.
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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.
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Dexter
Known Hero
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posted August 21, 2010 12:28 AM |
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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.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted August 21, 2010 12:34 AM |
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Edited by Cepheus at 00:34, 21 Aug 2010.
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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)
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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Danny
Famous Hero
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posted August 21, 2010 11:32 AM |
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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?
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Danny
Famous Hero
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posted August 21, 2010 12:20 PM |
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Edited by Danny at 12:29, 21 Aug 2010.
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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.
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Danny
Famous Hero
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posted August 21, 2010 04:17 PM |
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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/
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Dexter
Known Hero
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posted August 21, 2010 10:50 PM |
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feanorfinwe
Tavern Dweller
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posted August 21, 2010 11:10 PM |
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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]
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feanorfinwe
Tavern Dweller
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posted August 21, 2010 11:15 PM |
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[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.
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[url=http://tbs.heroes-centrum.com]Heroesworld[/url]- 1. TBS games fansite!
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Dexter
Known Hero
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posted August 22, 2010 02:17 PM |
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Edited by Dexter at 14:18, 22 Aug 2010.
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted August 22, 2010 02:48 PM |
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Danny
Famous Hero
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posted August 22, 2010 03:53 PM |
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Edited by Danny at 15:55, 22 Aug 2010.
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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)
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Danny
Famous Hero
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posted August 22, 2010 04:15 PM |
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torin856
Hired Hero
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posted August 22, 2010 04:36 PM |
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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.
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bludgeon
Known Hero
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posted August 22, 2010 04:44 PM |
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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.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 22, 2010 04:47 PM |
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Please stop beating a dead horse. It was just a figure of speach that Academy seemed likely (to the poster). End of discussion.
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What will happen now?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 22, 2010 04:48 PM |
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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.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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