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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
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Heroes 7+ Altar of Wishes: Heroes V: Preliminary Hypothesis ( Pages: 1 2 )
Thread with 16184 views started by ThE_HyDrA on 16 Dec 2003, rated inspiring, last reply 13:38, 15 May 2004.
Go To Post: Heroes V: Preliminary Hypothesis
posted by ThE_HyDrA (Admirable Famous Hero) at 04:41, 16 Dec 2003

Over the past month, the Heroes world has been thrown into a state of excitement, bliss and frenzy due to the priceless information and stunning pictures released into the Heroes Community by the very generous Ubisoft Heroes V developer, Fabrice Cambounet, also known as MuadDib. Despite the premature nature of this topic (hence the name preliminary) I believe there is sufficient information to begin our first round of theorising upon the new game. If you do remember the days before the release of Heroes IV, I did much the same thing concerning theorising. While the information provided does not delve into the specifics of the game (as of yet) members of the community were able to find out the answers to the more important questions that deal with the core mechanisms of Heroes V. To complement the information, are the dazzling array of concept art, 5 to be exact, that give an insight as to how Heroes V may look in full rendered 3D. However, I will mainly be focusing upon the written information, and only drawing a few conclusions from the concept art. Similar to other threads of the same kind, please provide your opinion, theory, and your reasoning behind it.

I will be trying to analyse the statements made by Fabrice Cambounet made in the forums and interviews. I hope to find more detailed answers to the questions asked by conducting such a thread.

NB: The parts in bold are quotes from Fabrice Cambounet, derived from three sources, which include 2 posts, and 1 interview.

Skill/spell system, creature levels : being discussed, we will not use H4/H3 system but make up something new, starting from them.

It appears as though neither the Heroes III nor IV system will be utilised concerning skill, spell, and creature levels. While the previous systems are being used as a foundation, it is apparent that Ubisoft plan to change the mechanics somewhat. I was a fan of the Heroes IV skill system, and I am hoping they do retain the 5 levels of progression. The  ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: Interactive Landscape ( Pages: 1 2 )
Thread with 12405 views started by ThE_HyDrA on 30 Oct 2003, rated inspiring, last reply 23:20, 24 Oct 2005.
Go To Post: Ideas and Solutions
posted by ThE_HyDrA (Admirable Famous Hero) at 05:53, 02 Nov 2003

Swamp: Bog
The most troublesome section of a swamp is a bog. They can make travelling very difficult, and they are home to some of the fiercest creatures in the world o Heroes V.
Adventure Map Effect: The army receives –75% movement when crossing a bog. This is added, cumulatively onto the movement penalty for the swamp. Armies with Swamp dwellers are exempt from this penalty. There is a 5% chance that a small Fortress-type army will attack you when crossing.
Combat Map Effect: Creatures crossing the swamp will be 50% more susceptible to attack, and will have a –75% movement penalty. Again, Swamp creatures are excluded from the latter penalty.
Map Editor Properties: For the adventure map, you can alter the movement negation value, as long as it is a negative, change if this applies to Swamp creatures, the percentage of a small army, and what creatures are in that army. Concerning the combat map, it is possible to change the percentage of susceptibility, the movement penalty, and if Swamp Dwellers are excluded from these penalties.

Dragon_Slayer

“Wow nice Idea Hydra. Oh and nice 6 stars, they suit you!

Thanks, Dragon_Slayer, you are one of the few who’ve noticed and said something about it.

“Well about your idea I also agree that this would make the battles in Heroes V much more involving and would allow for much more strategic game play.”

Yes, that was the purpose for placing these objects in the game, and especially in combat, is where they excel, and have the most radical effect. The idea of including more interactive objects, and likening them to real life provides a diverse range of opportunities to make battles more involving and allowing for more strategies to be integrated into the way one plays.

“The amount of detail on the screen would take up too much room. The trees and shrubs might take up to much room and the screen and you wouldn’t be able to see other things. This is only a minor problem  ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: UbiSoft or NWC?
Thread with 7273 views started by ThE_HyDrA on 11 Sep 2003, rated inspiring, last reply 16:20, 13 Nov 2003.
Go To Post: Ubisoft’s Vision?
posted by ThE_HyDrA (Admirable Famous Hero) at 09:38, 09 Oct 2003

Seeing as it is almost certain Ubisoft will develop the Heroes of Might and Magic Games themselves, or with the help of another company aside from NWC, it would be about the time to question what perception Ubisoft has of the game. As most of you know, NWC had finished the theory work of Heroes V, and were about 1 month into the developmental cycle when it ceased due to the recent unpleasantness. I myself must admit the game was shaping up very nicely judging by the information acquired and the two screenshots viewed. The E3 report conducted by Ghostwriter provided the most up-to-date information until the game was scrapped. It was due to be announced in August. All the information we knew before, however, can be scrapped. It is most likely Ubisoft will come up with unique ideas and not follow the previous plans of JVC and his team so closely. While I think the core elements must be retained, Ubisoft will probably place many new ideas in the game, as well as innovative options, possibly deriving some elements from their Warlords Games.
In order to gain an understanding of the two different games, I have decided to compare the two, and their differences and similarities.

Heroes IV: Warlords IV:
- 6 Towns - 10 Towns
- 5 Magic Alignments - 10 Spell Schools
- 48 Hero Classses    - Unsure (can someone fill me in?)
- Heroes in Combat - Unsure
- 18 Campaigns - 1 Non-linear Campaign
- 100 Scenarios - Unsure
- 80 Creatures (approx)          - 120 Units (Creatures and Heroes)
- 120 Heroes (approx)          - 120 Units (Heroes and Creatures)
- Advanced Scripting - Speed Tactical System
- 9 Primary Skills - Unsure
- 36 Skills - Unsure
- 6 Players - 8 Players

It is obvious that the two games have differences. However, they are based upon the same thing, with Warlords IV having not such a large emphasis on storyline, judging by the open-ended campaign, and failure to mention scripting. Certainl ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: The Heroic Guide ( Pages: 1 2 3 4 )
Thread with 65924 views started by ThE_HyDrA on 17 Sep 2003, rated important, last reply 21:07, 09 Aug 2021.
Go To Post: The Heroic Guide
posted by ThE_HyDrA (Admirable Famous Hero) at 12:47, 17 Sep 2003

This is my basic guide to Heroes of Might and Magic IV, including all expansions. Because of the sheer magnitude of the game, this guide will be split into a number of sections. These include: Alignments (Including Creatures, Spells, and Strategies), Hero Classes, Hero Skills, Special Creature Abilities, and Global Facts. Sorry for the extreme length, but if you want to find something specific, press Control + F.

The Alignments

In the land of Axeoth, where the game of Heroes IV is set, there are six towns, each with positive and negative aspects, goals, as well as allies and enemies.

Order: Academy

Staying true to their traditions, the Order towns’ motives are to gain knowledge, and use it in a unique way so that their heroes can attain masterful proficiency in magic. Magic is a Mage’s strongest asset, and this lies in the spells that they have. A Lord tends to rely on his or her diplomatic and noble skills for leverage against opponents. However, this does not come in a belligerent manner, often luring the opponents creatures with either charm or gold.
Upholding their strict philosophies, ‘Orderful’ people believe that life and death is just part of the cycle, and hence they are allied with Life and Death. They perceive both Nature and Chaos to be untamed. Snow is Order’s native terrain.
Apart from their technically sound Mages and Lords, these two heroes are also capable in alchemy, and this is where a number of their more powerful creatures derive from. Creatures such as the Gold Golem, Dragon Golem, and Titan have all had part of them fused from metallurgical skills, thus making them stronger than an ordinary Golem or Giant.

Creatures:

Order creatures have always been strong in the ranged attack department. In Heroes IV, this has not changed. 5 of the 9 Order creatures are able to attack from a longer range. These include Halflings, Mages, Genies, Titans, and Evil Sorceresses. The Order town’s powerful grasp on magic has also c ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: UbiSoft or NWC?
Thread with 7273 views started by ThE_HyDrA on 11 Sep 2003, rated inspiring, last reply 16:20, 13 Nov 2003.
Go To Post: Heroes V: UbiSoft or NWC?
posted by ThE_HyDrA (Admirable Famous Hero) at 12:05, 11 Sep 2003


In the coming months, it will be clear whether the new UbiSoft company will use either its own team, or the classic mixture that is the NWC team. The last news we heard of the New World Computing team was a few months ago, where one of the development people there stated that there were still people at NWC willing to create Heroes V, and continue with their previous ideas. However, this statement came shortly prior to the closure of the NWC offices, which isn’t a promising sign that NWC will return. The UbiSoft team have been known for making other games such as the Warlords series, and Morrowind, another acclaimed game. With the experience of NWC, and the fresh ideas of UbiSoft, this thread has been created to ask for your opinion, on which developer would be more apt to make the game. Perhaps it is better that people from both companies make the game?

New World Computing

New World Computing created the Heroes of Might and Magic Series, they have delivered many classic games within this franchise. Heroes II is the notable one which thrust Heroes into the limelight, and NWC continued to produce high quality games including Heroes III, and several of the ‘Might and Magic’ series games.

Heroes has been founded upon some basic elements, ones which Jon Van Caneghem did not plan to change:
- The gameplay is strictly turn based, an element vital to the game’s strategic purpose. I don’t have any fear that UbiSoft will alter this part of the game.
- Heroes is comprised of 2 main modes, scenarios and campaigns, both of which are enthralling and add an extra sense of diversity to the game. Possibly this could be expanded, but not cut down in any way.
- Heroes is very much a strategy game, and has elements that have stuck with it throughout the times. These are having a certain amount of levels, including heroes which become stronger by gaining experience, a bevy of creatures each having their own strengths and weaknesses, three main modes – town screen,  ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: Specialist Heroes
Thread with 8068 views started by ThE_HyDrA on 28 Jul 2003, rated inspiring, last reply 09:20, 05 Oct 2003.
Go To Post: Heroes V: Specialist Heroes
posted by ThE_HyDrA (Admirable Famous Hero) at 04:24, 28 Jul 2003

Following the demise of heroes in combat, and the introduced Heroes IV RPG elements, heroes are to be subject to changes concerning skills, classes, and development altogether. To compensate for the heroes absence in battle, there needs to be another major part of Heroes gameplay they need to be apart of. Because combat is out of the question, the adventure map is the only other available option. However, heroes themselves have broad objectives, and not usually confining themselves to one particular class. Heroes as we know them from previous series have ruled the adventure map by themselves, but, I believe it is time for subsidiaries to emerge. These lesser beings will not make major heroes unnecessary – far from it – my goal is for them to aid Heroes in their search of the adventure map, in whatever area. By achieving this, I hope to raise the importance of heroes in the game, to make them a more valuable asset, not just a compulsory one.

These ‘Specialist Heroes’ will be based upon one primary skill, and can only learn the secondary skills within that skill. For example, a scout would have scouting as the primary skill, then would be able to learn pathfinding, seamanship, and stealth. The specialist hero cannot learn skills outside of the scouting primary skill. This may lead people to believe that it would be too easy to fully develop a specialist hero. This is not so, only some specialist heroes may partake in combat, but all experience gained must be done so from adventure map objects. The specialist heroes involved in combat must accompany the hero, therefore never receive the experience themselves. This makes the process quite balanced so that the specialist heroes do not in fact gain levels too quickly.

Another obstacle I needed to overcome was when these specialist heroes met: what would happen? While my opinion on this issue may not be likened to your own, I believe it is the best way of resolving the matter. When two specialist heroes meet, a uniqu ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: A Strategic Quest ( Pages: 1 2 3 )
Thread with 19396 views started by ThE_HyDrA on 06 Jun 2003, rated inspiring, last reply 23:36, 13 Aug 2003.
Go To Post: Heroes V: A Strategic Quest
posted by ThE_HyDrA (Admirable Famous Hero) at 12:03, 06 Jun 2003

As many have gathered from fairly recent interviews with Jon Van Caneghem, the element of strategy is returning to our much-loved series. However, this view was questioned with the RPG-styled release of Heroes IV. For some, it dismantled the game, for others, it provided them with a more realistic perspective. Whatever the outcome, it shall not be returning. It ruined the idea of strategy, and the RPG element became unwanted by the game’s producers, and, in an order to re-discover their roots, Heroes II and III shall play a large role in the queuing of development for Heroes V, as well as the afore-discussed, new beginning. The position Heroes II and III have, especially the former, are providing the producers with old, strategic elements, which had brought the game fame. By reviving these classics, ramifications occur; some of the more important ones include the removal of Heroes from the battlefield, revamped skill system, and the upgrade system making a possible resurgence. These ideas, along with the inclusion of some newly revealed intentions, are my subjects for this topic, as it is the final chance before ideas begin to get applied to the game.

The RPG element was certainly introduced into the gameplay of Heroes IV. However, now it is being removed once more to realise a true strategic sense of Heroes V. My opinion on this strategic resurgence will be heard after each point in this thread.

A Pure Strategy Game

These words encompass a myriad of changes that have the possibility of occurring in Heroes V. Heroes IV was certainly a RPG – Strategy game hybrid, and the main by-product of this change was the Heroes in Combat, as well as the escalating influence of quests, storylines, and the overall presence of heroes. Another aspect that was affected were the creatures being mobile around the adventure map without the presence of a hero, and of course, the ever-changing skill system.

Heroes are not in Combat

There had been speculation  ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: A New Beginning ( Pages: 1 2 3 4 5 )
Thread with 28030 views started by ThE_HyDrA on 11 Apr 2003, rated inspiring, last reply 09:58, 06 Jun 2003.
Go To Post: New Heroes V Information Divulged from Jon Van Canegham
posted by ThE_HyDrA (Admirable Famous Hero) at 13:07, 16 May 2003

Recently, there were several mp3 recordings posted on the Celestial Heavens website, containing new information about Heroes V, courtesy of a HC member, Ghostwriter. Even if they were a bit difficult to comprehend at times, I believe the moral of the story can be extracted from these ‘interviews’. I will try my best to analyse the new points made about Heroes V:

Six Towns
From what I heard from the interviews, there will be six towns, as it had been mentioned more than once throughout them. We can make the safe assumption now that there will be six towns with six levels, and theoretically either 36 or 72 creatures to be found in towns, I have a feeling it is the latter. The number is dependant on what system we have – Heroes III or Heroes IV method. I am sincerely hoping that the latter is utilised, since it will ultimately mean more strategy, and more creatures. (Apart from my method, which I formulated previously)

Magic System
From what I can gather, it appears the magic system will again be interwoven into the towns as in Heroes IV. It seems as though they are much more closely associated (if that’s possible) and some spells will be available to only that alignment. This means no Earth, Air, Water or Fire magic like Heroes III.

Skill System
I believe Jon Van Canegham said that “The most exciting thing I’m doing in the hero development, the skill system, which is completely from scratch”. This is quite fascinating, since I believe the skills system had been almost perfected in Heroes IV. Obviously it wasn’t to their standards. However, if someone hears something different (as in, he doesn’t say skill system) please inform me on this thread.

On the line of Heroes II and III
From the interview, JVC says “redesigning the entire game engine, along the lines of Heroes II and III, except much more modern, and a lot more balanced, and challenging….. …..A true strategy game….” He doesn’t seem to be a big supporter of the RPG ele ... post shortened to 2000 characters.
Go To Post: Thankyou for your replies
posted by ThE_HyDrA (Admirable Famous Hero) at 12:04, 14 Apr 2003

Heroes V should, in my opinion, be A New Beginning for the Heroes series. Not only should it incorporate many new features that make it stand out in such a way that the changes (to the gameplay engine at least) of Heroes IV look mild, but it also should divulge information from fans and players, and take parts of the previous series to make it a wonderful experience. However, if the two do not mix, there needs to be room for change. So not many aspects of Heroes are linked, this is because, as we found out from Heroes IV, it is very difficult to introduce new features if the gameplay is chained together. An example of this is the hexagon, which is why I’d not like to see this return, and at this point, it looks quite positive.

Much of the information released already points to the possibility of great change in the series. The towns not returned to what they were like in I-IV, the creatures being hand drawn and in an altered perspective, and the individuality of towns. While not much else has been identified, one can be fairly certain that there will be some significant changes to the adventure map. This is quite possibly why nothing concerning this has been released as of yet.

I am grateful to those who have voiced their opinions, but I would have expected more at this point. Maybe it was too long…..

Planeswalker:

“Good (and lengthy) post as always!”

Thanks . I try to include as much as I can in the initial post, so more discussion can emerge, seems as though it isn’t working for the first time. We’ll wait and see.

“I totally agree that the towns need more structures. I hope that the right/left turrets from Heroes2 will make a reappearance in H5.”

Yes, this is partially what I had in mind when I meant the castles should be given more importance to entice people to buy them earlier, or even buy them at all, which was the case in Heroes IV. The turrets are an excellent idea, which were employed in the Heroes II Warlock town, there were a ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Theory Analysis ( Pages: 1 2 )
Thread with 14248 views started by ThE_HyDrA on 05 Apr 2003, rated inspiring, last reply 10:29, 29 May 2003.
Go To Post: Heroes IV: Theory Analysis
posted by ThE_HyDrA (Admirable Famous Hero) at 03:54, 05 Apr 2003

The period prior to Heroes IV being released was one of theorizing. Hundreds of threads, and thousands of posts devoted to ideas and the poster’s thoughts about what could, should and would be in Heroes IV. After all that intense posting, I am very surprised that nobody has followed it up with a thread or post that expresses their opinions on how Heroes IV turned out, and how the new changes that we predicted or did not predict have changed Heroes IV. What this thread is meant to accomplish is to review the changes that were made in Heroes IV, and give our previous thoughts (Before it was released), and our current thoughts (After playing the game for nearly a year). For people new to the community, you can just express your current opinion.

Heroes

Heroes in Combat:
This is a very topical debate, which is still raging for Heroes V. In late 2001, this was a huge talking point, and a controversial addition to Heroes IV. I believe that it was for the better, as it made the Heroes more important on the battlefield, and made them a hero in every sense of the word. There were many problems with balancing a hero, and these, unfortunately, were not addressed. However, a hero being on the battlefield added to the excitement and intrigue of the game, which meant it was fun to play. The strategy of having a hero also increased. As a result, a greater distinction came about between might and magic, which in turn resulted in the might hero not casting spells very often and the magic hero almost never attacking through melee or range. It was an interesting idea before Heroes IV was released, and lived up to most expectations. A worthy addition.

Heroes no longer vital to an army:
This also meant that more than one hero could be in an army, or even a whole hero-army. While this idea gave more depth and decision to the battles and the level-up system, I don’t think it benefited the game too well. One hero per army is better, as it gives the hero a sense of lead ... post shortened to 2000 characters.
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