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5 Oct 2016: Heroes VII development comes to an end.. - read more
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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
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31 Oct 2015: First H7 patches are out, End of DoC development - read more
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Heroes 7+ Altar of Wishes: Structures in the town in Heroes 5
Thread with 6022 views started by Wyvern on 30 Mar 2003, rated inspiring, last reply 17:26, 06 Apr 2003.
Go To Post: Very creative ideas, Wyvern :)
posted by ThE_HyDrA (Admirable Famous Hero) at 12:03, 04 Apr 2003

I think it is really good to see many theories about the upgrade system and the town system in Heroes V because it is one of the integral parts. Where would we be without towns? Without creatures? In an RPG, I think. Wyvern's ideas are plentiful and elaborate, and we should be making the most if them, like we are at the moment. Keep it up.

Wyvern:

"ThE_HyDrA - I'm really happy to see your opinion!"

I am equally happy to see yours. After that Heroes IV beta thread, I have not been graced with your presence for some time in the Altar of Wishes.

"If so, it would be like in Heroes 4, where all the towns looked the same. So buildings A, B and C have to be on different locations in the town."

Yes it would look very similar to the Heroes IV layout, which, in my opinion, is unacceptable for Heroes V. The towns in Heroes V need to be unique and have their own character, by having the Heroes IV layout, it certainly eliminates any hopes of that. Yes, A, B, and C have to be set on different locations in the town. This would enable them to be in their natural environment, and blend in with the landscape.

"I guess there have to appear things that do nothing (like many of the objects on the adventure map) - flowers, rocks, etc. And they should suit the surroundings, of course!"

Yes, that idea did cross my mind, Wyvern, and should be implemented in your plan if the following idea doesn't work:
The idea, be it very complicated, has a possibility of working, I think. It is this: As you progress through the levels, there are decisions you have to make. As you know, you choose between the three, and you can't have two in a row. The spot that a certain structure will be built one (Hydra Pond for example), would leave the other two spots empty-correct? Now the complicated part: While the construction of the Hydra pond closes the opportunity to build the other two structures, it unlocks one or two other buildings which can be built in place. The buildings unlco ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Chaotic Strategies ( Pages: 1 2 3 )
Thread with 19667 views started by ThE_HyDrA on 23 Nov 2002, rated inspiring, last reply 02:52, 03 Jul 2003.
Go To Post: Chaotic Strategies
posted by ThE_HyDrA (Admirable Famous Hero) at 03:16, 23 Nov 2002

Chaotic Strategies

“In Chaos there is a certain order, and in order, a certain chaos”-ChoaticHyrda
I thought that was a just quote to begin this topic on the Chaos town of Heroes IV. While we know that chaos is chaos, there is a certain order within the chaos, and what this threads goal is to define and enhance that order.
The Asylum town has evolved from the old Warlock town of Heroes I and II, then into Dungeon for Heroes III, and now, into its current form. While the town and its structures may be similar, they way in which the person must utilise this town in order to get the most out of it in a game, are not similar. In my in image, Asylum units are slow and expensive, but have high Hit Points and high attack and defence ratings. This has pretty much reflected the Chaos town through the ages. But now, there is more to Heroes than the creatures, there are, well, the heroes, the artifact combinations, the special classes, and of course, the spells. Taking into account these semi-new aspects of the game, I intend to share with you my strategies for my favourite town in Heroes IV, which (not surprisingly) I know the most about. Of course members will also have their views and are welcome to submit any of their own comments concerning the topic.

I will begin by taking the main elements of Heroes of Might and Magic IV and applying them to the Chaos town. The Asylum requires a different strategy than other towns, mainly because of its great need for sulphur. It also requires mercury to some extent. (Really depends on which level 4 dwelling you choose.)

Heroes

While heroes themselves have no specialties once they are recruited, one must still decide the portrait, since that is the most important part (for now).
While the Asylum may have the strongest units in the game (1v1), their might hero lets them down, in my opinion. It does not have the omnipotent aura that the magic hero does. Also, The traditional Warlock castles are not known for the ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes taken off battlefield in HOMM5? ( Pages: 1 2 3 4 )
Thread with 19092 views started by shaowei on 01 Nov 2002, rated inspiring, last reply 09:52, 10 Jan 2006.
Go To Post: Ways to implement Heroes in Combat differently?
posted by ThE_HyDrA (Admirable Famous Hero) at 10:48, 05 Nov 2002

OK. I have seen a discussion which has views on things such as 'yes, heroes should be on the battlefield' and 'No, I liked it better when heroes were on the sidelines' Up until Xenophanes' post that what this thread was generally about. I think we have the general split of people who don't want Heroes in Combat, and those that do. But I have exctract one general consensus from this heated discussion: The Hero system in combat needs to be implemented in a different way, which both sides would seem pleased by. The current system cannot stay the way it was, especially now since the changes to Heroes IV, and now the major changes to Heroes V. Both of these versions warrant new changes to the heroes in combart implementation.

Xenophanes:

"Some have said that the Heroes in previous Heroes games were too godlike as a result of their staying out of the fray of battle."

This is true. I also agree with this saying. The hero cannot die unless his hero is defeated. This also brings up a question of realism: if his ARMY is defeated, why is the hero? This doesn't seem too realistic in my books.

"However, the Hero should have the option of charging into the battle to fight as a unit and as they do in Heroes IV, an action that would increase troop morale by a considerable amount."

I indeed like the concept of your idea. Though I believe that it must be implemented differently in order for Heroes to be a success in this field. People will find strategies-the conservative ones and the attacking ones. Some players will simply go for the same strategy all the time, such as bring the hero on when the Black Dragons have finished attacking, then take them off just befor the Black Dragons attack, etc. This idea seems a little unrefined, but I think if it is changed slightly , it has the possibility of working, and working well.

Djive:

"Good morale is 25% extra damage, poor morale means doing 20% less damage. In a tight battle this is the difference between success a ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes V: The Future is Upon Us ( Pages: 1 2 3 )
Thread with 15266 views started by ThE_HyDrA on 03 Oct 2002, rated inspiring, last reply 15:16, 08 Apr 2003.
Go To Post: Heroes V: The Future is Upon Us
posted by ThE_HyDrA (Admirable Famous Hero) at 05:06, 03 Oct 2002

With the release of Heroes IV approximately 6 months ago, a bit more than 5 for those of us who live in countries other than America, and the recent release of the expansion pack in some parts of the United States, it would be a time to reflect on how Heroes IV has turned out, since everyone here has had a chance to play it. Initially, It was hated by everyone; tossed aside; some, such as Mr. Heroes 2 himself: Lord Woock even refused to play Heroes IV. Heroes IV was obviously highly anticipated, and it appeared as though everyone expected more. Everyone WANTED more. H4 was a huge shock to the Heroes playing world-maybe too much had changed from the previous Heroes series too soon. These things may have lead to its initial hatred: 4 levels, no upgrades, heroes in combat, new magic system, and the new hero classes. These were certainly issues that were discussed pre-Heroes IV release and were big question marks concerning the game’s playability. Many said 4 levels wouldn’t give enough depth for the game and to complicate the issue, the player could only choose 1 of those creatures from level 2 onwards. Since the game has been played and opinions have been decided, how did 4 levels affect gameplay, did it lack depth? All these questions are now answered. But what isn’t answered is what Heroes V will keep from Heroes IV, what it won’t keep and what aspects will be entirely new? I have created this thread to discuss your impressions on what aspects of Heroes IV worked for you and how you can convert that to Heroes V, since it is still very much in the making. Also, your own new ideas are very much welcome in this thread. I shall start off by listing what worked and didn’t work well for me in Heroes IV in Categories.

Adventure Map

There are many aspects of the Adventure Map that are lacking, or do not serve enough purpose to worthy of a place on the map.

The Thieves Guild
The disappearance of the Thieves Guild from the Adventure Map is a change I do not a ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: The Alignments
Thread with 11239 views started by ThE_HyDrA on 28 Jul 2002, rated inspiring, last reply 20:46, 09 Sep 2003.
Go To Post: Heroes IV: The Alignments
posted by ThE_HyDrA (Admirable Famous Hero) at 05:49, 28 Jul 2002

Alignments are a sizeable, new addition to the Heroes Series. Obviously, they’ve had an effect on how Heroes IV functions, and how we play the game. The presence of alignments has not something that has been globally discussed here at the Heroes Community, because it has been taken in as a part of the game, and it seems to players as alignments have been there since the beginning. But the fact is, it hasn’t. As you would know, alignments have been recently introduced in Heroes IV, as I believe, and I think that they are an aspect of the game worth commenting on, at the least.
Myself, I believe that integrating magical alignments into Heroes IV has been quite a good move, in a strategic sense. I’m not sure how many members in the community expected the designers of the game to change the core element of spells and magic operated in Heroes IV. In the previous series, the system was commendable, and it appeared to be working well with the game itself.
This thread is main purpose is to discuss the positives and negatives of the new magic system, and also to see how it helps with making decisions (or not) and how it helped/not helped the game.

The 5 Alignments in Heroes IV are obviously Chaos, Might, Nature, Order, Life and Death. These are all supposed to have opposites. This first part here are my thoughts on their opposite, or near opposite alignments:
Chaos: Order
Might: -
Life: Death
Nature:-
Since there appears to be no opposite to Might and nature, it suggests that Nature and Might SHOULD be opposites. Although, this is not the case.
This is one of the liabilities of the Alignment system; while other alignments have opposites, these two do not. Therefore, if another expansion pack was introduced, it would be OK to have another two alignments in to act as opposites for these two.
The alliances between the alignments would be something as follows:
Chaos:
Death, Nature, *New Alignment 1
Opposite: Order
Death
Chaos, Order, *New Alignm ... post shortened to 2000 characters.
Tavern of the Rising Sun: Why did peole leave?... ( Pages: 1 2 3 4 )
Thread with 13863 views started by Oldtimer on 22 Jun 2002, rated community, last reply 02:47, 03 Oct 2002.
Go To Post: The general idea.....
posted by ThE_HyDrA (Admirable Famous Hero) at 06:42, 24 Jun 2002

I believe that the recent amount of members leaving the community has to do with a bevy of reasons.
Prior to Heroes IV, when I, and many other members joined, Lord Paul was one of those faces that you'd instantly recognise. I think he was one of the members who inspired me to devote most of my time to the community, as he really set many discussions going about Heroes IV. One that sticks in my mind is the '4 or 6 levels?!' thread. That particular one had over 100 replies. Also remember another one of his threads with of 150 replies.
Back then, the basic of Heroes IV were yet to be known.
The community was lively in the Altar of Wishes, where I spent most of my time. At that time, the Tavern only had about 10,000 posts, a great contrast to the number it has now. I thought that many more people were interested about talking about Heroes IV than creating a new 'Tavern' in the tavern. At that time, there was only 1, Kuma's Tavern.

In around September some time, Milena joined. That sparked the emergance of the tavern. More an more people started to post there, instead of any other forums. I believe Shae_Trielle, Sha_Men, and Oldtimer kept the balance in the Library of Enlightenement, and the Altar.  The Altar still had a great number of followers who enjoyed posting there frequently, namely Saruman, UnkaHaakon, Djive, myself, LordTitan, Shae, Zilpheg, and a myriad of others who I have not mentioned.
I also remember RMS returning, on a posting frenzy, that saw him, like Unka and Zud, become mods of their respective forums.

Many members were very excited about the prospect of Heroes IV being released in mid-late November. At that time, people were extremely enthusiastic about specualting on the game. My 'New Creatures' thread had over 150 replies by then. The Altar had many new threads and posts each day, it was difficult for yours to remain on the front page.
Cat and Wesley were both enstated, and the surge of the Tavern occurred in December, when hundre ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: The Elements of Combat ( Pages: 1 2 )
Thread with 16337 views started by ThE_HyDrA on 30 Apr 2002, rated inspiring, last reply 00:49, 23 Jun 2002.
Go To Post: Heroes IV: The Elements of Combat
posted by ThE_HyDrA (Admirable Famous Hero) at 04:35, 30 Apr 2002

No doubt, one of the most pivotal and significant aspects of Heroes of Might and Magic IV, as with all previous series, is combat. Let's face it, it is the pinnacle of one's endeavours to accumulate the most powerful army, occupy most mines, and to explore the depths of the adventure map. But combat isn't just about being the strongest, or most powerful. Just because another army as more numbers of the same level creatures as yourself, it doesn't necessarily mean that you are inferior. A veteran of Heroes may have a normally inferior army, but still emerge the victor against the newcomer to the Heroes series. How does a weaker army dominate a stronger army? Sometimes it isn't only the army that comes into play. The outcome, most of the time, is a reflection on the skill or knowledge of the player operating the army. The player uses his or her skill by focusing on the seemingly unknown benefits or better judgement of a certain combatant's turn.
So, in spite of that introduction as such, since Heroes IV is a relatively new game, now is probably as good a time as any to dig deeper into the combat spectrum. It is a known fact, that every creature possesses some sort of ability, even though it may not be unique. That is another reason why combat from Heroes IV is different to that of Heroes III. Another important differential is the presence of heroes in combat. It is most likely that heroes in combat, is the single largest change to Heroes IV.
Hence, what I (and I hope others ) wish to discuss concerning this thread is the elements of creatures and heroes alike, and how their nature is utilised to obtain victory.

There appear to be a myriad of strategies in terms of utilising creatures in the best possible fashion. With the emergence of heroes, it is likely that there are to be even more; concerning battles, anyway. So, as to make an assessment on how creatures and heroes function, just a small chart as such:
Flyers
Walkers
Ranged Attackers
Might Heroes
Ma ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Magic school abilities... ( Pages: 1 2 3 )
Thread with 12632 views started by Oldtimer on 13 Apr 2002, rated inspiring, last reply 16:59, 23 Sep 2004.
Go To Post: Thoughts on Magic Schools.....
posted by ThE_HyDrA (Admirable Famous Hero) at 11:39, 16 Apr 2002

Well, it seems as though people are mixed in opinions, as I expected they would be. Although, Djive and Oldtimer have quite similar interpretations of the abilities of magic schools.

"You won't want to mix different alignments in ONE army, but there's no penalty at all for mixing say Life magic and Death magic in one hero."

I see. My comment was based on the first part of your sentence there, but it is interesting to see that opposing alignments do not have penalties what so ever. I then take it that having neghbouring alignments in one army would be some what of a benefit towards the army, as ones options would have doubled, and therefore having more variety and precision.

"Ressurrection doesn't work on Elementals, Mechanical or Undead creatures so a hero with resurection is not nearly as useful if you have those kind of troops in your army."

Hmmm. Yes, that would be so. Although it would be quite rare for undead creatures to be found in a Haven army, but still, the possibilities are there. But I believe it would be unwise for the reasons you mentioned to place these creatures together.

"The summons you use in battles are a very inexpensive way to conjure up free units to use as tanks and to deal damage. With a high level Druid you can boost your armies to ridiculous numbers with these summons."

Yes, this is very true. But one must question that the damage may be able to be dealt in more direct and simpler ways. Direct damage, and death and life spells do in fact deal much damage compared to summoning creatures.

"Next round you can reinforce that number by summoning them again."

Yes, while with Necromancy and resurrection abilties, that outcome occurs without manual summoning.

"And the Preserve units themselves are not second rate either."

I'll agree with that comment. They're not the best, that is certain, but they do have some potency, especially in the 3rd and 4th levels. I think they lack slightly in the 1st and 2nd levels. It prev ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Strategic Gameplay ( Pages: 1 2 )
Thread with 16310 views started by ThE_HyDrA on 23 Mar 2002, rated inspiring, last reply 11:59, 28 Aug 2003.
Go To Post: Heroes IV: Strategic Gameplay
posted by ThE_HyDrA (Admirable Famous Hero) at 03:25, 23 Mar 2002

As we draw nearer and nearer to the release of Heroes IV, and consequently, find out more about the game, by will or not, we now have the capability to figure out a strategy for the way we play the game. As many members here have shown, they have great knowledge of this game, and to elaborate this knowledge and extend the boundaries to put these facts into perspective, I have created this thread, in order to do just that. Knowledge on a particular subject is an excellent thing to possess, but it is useless if nothing can be done with it. In the game Heroes IV, there are many pieces to the puzzle, ones, which I am willing to fit together. Relatively recently, Oldtimer, has put together several threads about the ‘First Impressions’ of certain castles. That particular topic is one of the many I hope to discuss in this thread. By placing the best combinations of towns, heroes, maps, and locations, a glimpse of ‘theoretical’ Heroes IV gameplay will start to emerge, and we may start to get a feel for the game, without even playing a minute. Singular facts are important, so, why not combine them and do what was intended for them in this thread; to discuss regular and advanced Strategic Gameplay.

OK. Obviously, the castle statistics have been released, and I trust that most people here have at least scanned them. This is vital for figuring out strategies, as the towns in Heroes IV are linked to their spell system and skills. This makes the initial choice of a town harder, and more thought is needed. I believe it is no longer adequate to pick your favourite town for a map. My view on a certain towns performance lies in the resource cost. Obviously, the towns raw hit points and attack skills ARE unbalanced, but this aspect has no effect on the ‘bang for buck’ theory used by many of the senior players of the Heroes series. Yes, the Black Dragon is again the unchallenged champion of creatures, with 400 HP under its belt. But with its outrageous cost, one may think twice befo ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes: A Force to be Reckoned With ( Pages: 1 2 3 4 5 )
Thread with 24967 views started by ThE_HyDrA on 04 Feb 2002, rated inspiring, last reply 00:54, 23 Jun 2002.
Go To Post: Heroes: A Force to be Reckoned With
posted by ThE_HyDrA (Admirable Famous Hero) at 11:27, 04 Feb 2002

Yes, many things in Heroes IV have taken a step up, become more valuable, and are more versatile, and have more uses. But none more so than the Heroes of Heroes IV, in my opinion. Not only are Heroes more involved in combating other armies, but their overall importance in Heroes IV has skyrocketed, and rightly so. Heroes now earn the right to have the game named after them. Isn’t what this was intended to be about, Heroes? Just a few of the new skills they possess can greatly alter an army’s chances on a map. In my opinion, lately, Heroes have been dwarfed by the seemingly important discussions of creatures, and how they look. When it comes down to it, we have to accept the way it is, and deal with it. Heroes are now extremely important, and the classes and ways a hero interacts and enhances the game play around others is phenomenal. So, obviously, there are many things to find out about Heroes in the game where they are probably the most important feature in the game at last. And we’re probably not going to find out everything until the game is out, so let us discuss a Heroes newly changed effects on others on the battlefield, on the map, and anywhere you wish. You may also express your thoughts and opinions on the way Heroes have turned out in this game. And of course, post any new information you find about Heroes here.

What we’ve noticed of years playing without Heroes playing an active role in battle situations is that the ‘Heroes’ has been taken out of Heroes of Might and Magic, was it even there at all? Heroes are now a common, strategic part of battle situations, and therefore, must be able to learn and administer different battling capabilities associated with being a proficient fighter or spell caster. This means the creatures in the army sometimes have to live with missing out on skills such as archery, where the hero takes the skill, and the missile units in your army receive bonuses. Although there are ways of making creatures muster some bonuses, an ... post shortened to 2000 characters.
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