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Library of Enlightenment: Castle Economics
Thread with 14113 views started by ThE_HyDrA on 29 Jan 2002, rated inspiring, last reply 16:47, 19 Dec 2007.
Go To Post: Castle Economics
posted by ThE_HyDrA (Admirable Famous Hero) at 08:48, 29 Jan 2002

The question has plagued Heroes players for the entire duration of their Heroes playing careers (Well me anyway ). I think now, it has reached a point, where we will be able to solve which castle and efficiency program is suitable for the map, and the opponents on it, being experienced Heroes players.
Things that need to be taken into account, I feel are, the net spending cost, and the castles advantages and disadvantages, obviously. An aim here, is to build the castle up economically, without any stalls, or drawbacks.
So, this is post is about the strategy on how to use a certain castles strengths to the best ways possible, and how to hide their weaknesses.

(Info Sourced from mmportals.com)

Shall we start with the Castle town? Now we do know that it is generally quite fast, and the units deal high amounts of damage. Although the hit points of creatures are average, and the mid game units are an average assortment. The basics of castles we already know, but what and how will the special abilities of certain creatures affect other castles?
The Heroes, Clerics and Knights both have quite clear preferences on which of the four primary skills. A downfall of Castle heroes is their inability to learn Necromancy, mainly because it is the totally opposite order to Castle.
As you may or may not know, the Castle town has the highest upgraded structure cost in the game, costing 98,500 gold to complete. Another aspect that hurts the castle, is that you will need 6 gems per week to spend on recruiting Archangels, which leaves you 1 day of recuperation, and hardly allows for any further buying of any other structures demanding gems.
Since two of the creatures in the Castle town have 2X attack, it is useful to use bless and prayer to heighten the damage done. This is extremely useful against creatures with high and low hit points, for the reason that the high creatures are not as safe with the double strike and 1X retaliation, and the lower levels are disposed of m ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Adventure Map: The Hidden Land of Heroes IV ( Pages: 1 2 )
Thread with 16523 views started by ThE_HyDrA on 21 Jan 2002, rated inspiring, last reply 12:42, 02 Feb 2002.
Go To Post: Speculation and New Thoughts
posted by ThE_HyDrA (Admirable Famous Hero) at 03:52, 28 Jan 2002

Thankyou very much for that unique response, AncientOne, it gives us a new perspective on the way that we post in this particular forum. Although, I can see one reason why members use words such as 'I think' and 'Maybe' in posts such as these. As Linkki said, the information from the interviews we receive is not set in stone, and there is a possibility to change with time, since the game is still in testing as far as we know. If you commit yourself to an idea or 'fact' in an interview, it may be held against you in later terms. So I think it is best to make yourself open to change, and say the words like 'Possibly' and 'There's a good chance'. We cannot really confirm any of the new information we hear, as it can change.

Caravans:
Here, I agree with Djive, that the caravans should be practically 'invisible', as the creatures in the army no longer have the freedom of movement, and are now controlled by another object, and I think that should be enough to make caravans unnoticed.
My feelings about caravans and their structure is that the structure would have to be built in order to house the caravans that are brought in from other castles. Since there would be no other place to keep a caravan, I think if you only have one structure, you won't be able to send it over. Since you can keep caravans in structures, i would have it as a guess you can keep using them, and swapping them from castle to castle.

Mines:
Taking the information displayed by Linkki, it seems there are four mines, each inexhaustible, apart from the one possibly stated as an event item. But I think the ‘buildable’ mines must have to have a base on what resource it produces, as from one of the old interviews, it stated that in order for resources to add to your inventory, a mine must be built. So I think that's where the ‘buildable’ mine option arises. Although there is the option of using pre built mines instead.

Fog Of War and Flagged Objects:

Hmmmm. This is quite interesting indeed. It ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Battle Effects ( Pages: 1 2 3 4 5 )
Thread with 25061 views started by ThE_HyDrA on 13 Dec 2001, rated inspiring, last reply 17:32, 02 Aug 2002.
Go To Post: Heroes and Creatures alike... ;)
posted by ThE_HyDrA (Admirable Famous Hero) at 05:27, 05 Jan 2002


Yes, well, both of you have valid points(Xenophanes and Dark Titan), and i agree in certain aspects, with both of you.

I do agree in the statement that Heroes of Might and Magic IV has involved the heroes much more than the previous series, and its name can really be said truly. Yes, heroes getting involved in battle is one of the biggest changes from HC, and i understand you point when you hear people saying that it possibly shouldn't be that way.
But the message i was trying to get across was it is a good thing to have creatures and heroes become more involved in the Heroes games, but do they have to have the same capabilities. One thing i see is that, heroes are getting more proficient in creature skills, and vice versa.
Since there are so many new things that heroes and creatures can excel in, why did 3DO pick many of the same ones? I think they're trying to reverse this a little bit by restricting the creatures' usage of potions. They feel that this is something unique which can only be accomplished by heroes. The same way they felt about the artifacts. Since some creatures are quite knowledgable, they are able to cast a limited amount of spells, and i do see the logic in that. But creatures handling potions? I did think that was a touch 'iffy' from the beginning, but I tried to keep an open mind about it.... But after all that... I'm glad it has been changed back.

DarkTitan, you have listed just about my exact thoughts on this topic. Creatures which have the same capalities as heroes, such as mages and genies, are very similar to the humans we know today. I really don't think i could quite comprehend a phoenix manipulating a potion with his/her claw. It would seem highly illogical.
But that really isn't the point for me. Its the way that the certain skills of both heroes and creatures are unique. For the better, heroes and creature each came one step closer together. These decisions were very truthful, and they should have been available from th ... post shortened to 2000 characters.
Go To Post: Heroes IV: Battle Effects
posted by ThE_HyDrA (Admirable Famous Hero) at 08:02, 13 Dec 2001



OK. We have discussed the minute details of every topic about Heroes IV, almost. There have been ideas contributed by a number of members, a test of finding out everything about HoMMIV has also been administered.
Of course, knowing about all these things is good, but does it really help us that much when you think about?
It may help us with the small details, but what you really need to look at, is not just a certain topic, but what does it do when put together with another aspect of the game?
The secondary skills would be no use without the heroes, so you need to fit things together, and how well they occur in a certain manner.
What I’m saying is, taking all things into account will give you the best idea of what will actually happen in the game, and what that certain aspect of the game will turn out to be.
This discussion is about creatures and heroes, and how the new changes with all the items that affect heroes and creatures have changed or strengthened your opinion in battle situations.

One of the major changes is Heroes in Combat:
As we all know, heroes have taken a step forward from the curious onlookers on the sidelines, to complete physical and magic warriors.
This means fighting alongside creatures, which have stronger or weaker abilities than them.
Heroes in combat has made the battle sequences more strategic and exciting by increasing artifact and spell usage and also by having more adversaries or allies on the battlefield at the same time.
But we can’t look solely on the heroes ability to find with creatures, we also must look on how it effects the creatures, which now have to content with seemingly superior beings on the battlefield using artifacts as weapons.
Although certain creatures may now cast spells, will they do it with the same proficiency as the heroes, and if not, heroes may prove to be more and more powerful as they win battles and their level increases.
Maybe a Barbarian at level 60 with over 3000 hit points could wipe  ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Artifacts-What Mighty Powers Lay Behind the Shield?
Thread with 4843 views started by ThE_HyDrA on 05 Dec 2001, rated inspiring, last reply 13:08, 09 Dec 2001.
Go To Post: Artifacts-What Mighty Powers Lay Behind the Shield?
posted by ThE_HyDrA (Admirable Famous Hero) at 12:35, 05 Dec 2001

I’m sure many members have tried desperately to get a thread started about the artifacts of HoMM IV, but not enough has been said about them, and where they stand in HoMM IV. Lately, I have noticed Vladpopescu79, and UnkaHaakon trying to get threads about them going. So here’s another one, and I hope it is more successful.

Very little is known about the artifacts in Heroes of Might and Magic IV. Artifacts, being a very important part of all the HoMM series, like spells, have not received much recognition in Heroes of Might and Magic IV. I’ve have created this thread because artifacts are vital for Heroes IV and its new looks and features. Spells and artifacts have worked well with each other in the past, and if there is no real current information on either, what is to become of both of them?

As we all know, the attack, defence, spellpower, and knowledge have all disappeared, and newer, seemingly better versions of these have been put in their place. I’m sure we are quite intrigued about this change, and how it will affect battle, spells, and creatures. But it also affects artifacts, and nearly their whole purpose as a Heroes of Might and Magic III stead.

In previous HoMMs artifacts were used primarily to boost the attack, defencse or speed of a creature, or to enhance stats in the hero inventory, such as +1 spellpower. Although, on certain occasions, artifacts served as luck, morale, and primary skill enhancers. There was also the odd time were the artifacts were not needed, and were sacrificed on the Altar of Sacrifice. As far as we know, none of these aspects is going to be present in HoMM 4, mind-boggling us on where, when and how the artifacts of HoMM 4 are going to come into play. So far, as suggested by this picture of the Dragon Scale Armour:
That defence will be back (As expected) in some sort of disguise, or different purpose. As we know defence is a secondary skill, w ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Filling in the Gaps ( Pages: 1 2 3 )
Thread with 20385 views started by ThE_HyDrA on 07 Nov 2001, rated inspiring, last reply 01:58, 20 Nov 2001.
Go To Post: Replies to....
posted by ThE_HyDrA (Admirable Famous Hero) at 07:05, 18 Nov 2001


This will also be my last post about the Necropolis argument, to make it fair by Camelnor.

DarkTitan:
Very good point there, DarkTitan, it really explained what I was trying to get at. We are really not sure if the Devil teleports or flies at this point in time. My guess is, um, well it could be either of them.

Djive:

“Anyway, I've noticed that there are quite a lot of Neutrals on fairly high levels (mostly 3). I've also noticed that in some cases there neutrals sometimes come with the creatures in the town line-up.”

Yes, it has been debatable, the creatures which were originally thought to be in the Preserve town (Leprechaun and Satyr) have now apparently been moved to the list of neutral. The mummy, Vampire or Cerberus has a chance of joining that list, too.

“Also aren't all of you surprised on the staggering percenetage of neutrals. 8 creatures x 6 towns = 48 creatures, plus 18 neutrals for a total of 66.”

Yep, a also think that the numbers of neutrals have risen. This has been partly because of Lord Paul’s discovery (Where is he?) that 3DO had actually planned for 6 levels per town, which equals to a total of 72, which is more than the neutrals and castle based creatures put together. Maybe some of them just weren’t up to their standards.

“Heroes 3 had 8 towns x 7 creatures x 2 (normal and upgrade) = 112 cratures, and only a few neutrals (elementals and golems are the only ones that comes to mind.)”

Yes, although there are no elementals and the golems have been moved to the Academy town. So that blanks out all possibility of those neutrals returning. But if you minus the upgrades, it equals 56 creatures; 10 less than HoMM4. On the other hand, count the gettable creatures in HoMM4: 60, it is still more than HoMM3. A different way of looking at things.

“(Bluish creature which normally appears with Asylum creatures.)”

I’ve pointed that one out, and since no other notable medusa was in the screeshot, and also because a medusa a ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Heroes: The Odyssey
Thread with 3862 views started by ThE_HyDrA on 30 Oct 2001, rated inspiring, last reply 07:27, 01 Nov 2001.
Go To Post: Heroes: The Odyssey
posted by ThE_HyDrA (Admirable Famous Hero) at 11:01, 30 Oct 2001

Heroes of Might and Magic has been an Odyssey…….
………..Have you wondered why Heroes has become so popular, and how the things had been put into place? Well, the team at NWC and 3DO had created these games, and were focusing on the ‘lost’ aspect of the lives that we live today. We do not go around walking our Cerberus in the afternoon; neither to we spot a Unicorn running around in the paddock. The Heroes series combine these aspects of life and fantasy, together with battling and strategy. This has made the game very appealing and has given so much depth to the game.

Heroes of Might and Magic 1, 2 and 3 have all been excellent games. Heroes 1 started with 2-D graphics and 4 castles. The Warlock, which specialised in battling with powerful and fierce creatures, which were almost unstoppable in battle, and where the Dragons ruled the battlefield. (With the Hydras in backup of course.) The Knight castle, which consisted of troops which were solely human, and considerably weaker than other units. Although, if you wanted a challenge, this castle would suit you well. The barbaric Barbarian which were the tamers of wild creatures such as goblins and ogres, which were high in Hit Points, but faltered with speed and HP in the endgame. Finally the Sorceress, which possessed very classic, mythical creatures such as Phoenixes, Unicorns, and Dwarfs. They were a favourite.

This game used to be top of the range back in the days in the early 1990’s. It was Strategy game of the year and it also sold many copies worldwide. But really, King's Bounty started the Odyssey with the introduction of fighting with armies and heroes, which gave the aspect of fantasy.  Also controlling armies and building up your castle with many fantastic devices, with you’re hero getting to choose them at your discretion. But the main thing that interested viewers was the way you could manoeuvre the creatures with such ease and enjoyment, at this early time in gameplay, where you were used to jumping  ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Spells ( Pages: 1 2 )
Thread with 20375 views started by ThE_HyDrA on 25 Oct 2001, rated inspiring, last reply 12:00, 23 Feb 2002.
Go To Post: Heroes IV: Spells
posted by ThE_HyDrA (Admirable Famous Hero) at 11:12, 25 Oct 2001


The lead up to Heroes of Might and Magic IV in our community has been full of intruige, disappointment, discussions, and debates or which who, how and what will be involved in the new game.
Among the array of colourful threads and posts or replies, have included things about creatures, grails, heroes, artifacts, changes, things that are important, and many other significant threads.

Since heroes 3, the whole of HC has one time or another, discussed Heroes of Might and Magic 4. We all must agree, it has taken a quantum leap in many areas. The graphics. They have been enhanced to make it look like a real 3D world of adventure. The creatures. Some good. Some popular. Some just plain bizarre. By and large, creatures have been the most topical of the issues discussed so far in the Altar. Take mine. 144 replies. It has only been around for a month. Also the heroes, with there more interactive and customisable role in Heroes of Might and Magic IV. In previous series, they have been used solely to increase creatures attack and defense skills, which gives them enhanced strength in a battle situation, and probably most notably, to cast spells.
Spells have been very important to the nagic heroes over time, but are not being used nearly often enough. There are many great spells, and now there are increased fields of magic.

Chaos. (Asylum) Specialises in direct damage.

Order. (Academy) Specialises in counter damage nand enhancement.

Life. (Haven) Specialises in creature enhancement.

Nature. (Preserve) Specialises in direct damage.

Death. (Necropolis) Specialises in direct damage.

No Magic. (Stronghold) Too much of a handicap?

Now that magic has taken a step up from Heroes 3, like most major things have, UnkaHaakon proposed to have Grails specialising in magic so it can benefit this 5 star effect. It would also make magic more prominent and important if magic was used to protect against a siege. Magic may even be used by spellcasters to knock down wal ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: Heroes IV: Important Discussions ( Pages: 1 2 )
Thread with 11387 views started by ThE_HyDrA on 19 Oct 2001, rated inspiring, last reply 05:32, 24 Oct 2001.
Go To Post: Heroes IV: Important Discussions
posted by ThE_HyDrA (Admirable Famous Hero) at 11:56, 19 Oct 2001


Heroes IV, by the quality of the screenshots, promises to be really good. This appears to be the most advanced game of the Heroes series so far:

More creatures
More Heroes
More interactivity
More options
Better landscape
Advanced battling

.... and many other notable options.
But how much do we actually know about these topics? The creatures: We know each and every creature; but there is no depth to the matter. A Black Dragon stats page we know of so far

Black Dragon:

Level4
Asylum Castle
Breathes fire
Possibly 1100 HP.
Flies

Yes, these are all important facts, but i think we should have known a bit more by now. There are really only about 3 months before Heroes of Might and Magic IV is released in January. We also do not know what its specialties are, what its growth rate is, how its attacks will relate to other creatures AND heroes, what is its HP?
These are all significant facts, which are vital if we're to produce a better understanding of this topic of Heroes 4. That is what the Altar of Wishes is about. Heroes 4.

The Heroes status page:

Lets take Sandro

Necropolis(Not for sure but-where else)
Magic Hero
Partakes in combat
Needs no army

There have been many significant facts being left out from the known information of a typical hero. How many HP does it gain per level: This is an easy way of determining if a Hero is too Weak, as a part of Dajek's thread. When in battle, what moves will it perform, how much damage would it do? What are the differentials between the Wizards and the Warlocks, the Barbarians and the Sorcerer, how will this affect the amount of damage dealt in physical attacks and spells. What creatures will they have the hand with, what spell will they possess proficiency with; or have these two attributes of a hero been scrapped?
Heroes have now ... post shortened to 2000 characters.
Heroes 4 - Lands of Axeoth: What Heroes IV Would Have Been Like With/Without.....
Thread with 8572 views started by ThE_HyDrA on 10 Oct 2001, rated inspiring, last reply 11:55, 15 Oct 2001.
Go To Post: What Heroes IV Would Have Been Like With/Without.....
posted by ThE_HyDrA (Admirable Famous Hero) at 09:48, 10 Oct 2001


What Heroes IV Would Have Been Like With/Without.....


Much Discussion has come over the long-awaited Heroes of Might and Magic IV game on the PC.
We here, being members at Heroes Community, have discussed the best, the worst, the interesting, things we'd like to change and the bizarre points of interest in Heroes of Might and Magic IV. Many famous threads include; 'Crusader of Archangel' , 'What Creature Should'nt be In Heroes4' , 'Heroes IV towns, creatures, facts, rumours and theories',  'New Creatures' , 'Necropolis Ideas' and many other notable threads.

You could now call the Heroes 4 Altar of Wishes, given all the discussion that has taken place, the Heroes 4 Altar of Opinions or something like that. (It wouldn't sound very good but it is the cold hard truth)
Because there are so many aspects of Heroes IV to name and argue over.

The Castles:
Too many for some. Not enough for others. No magic in the Stronghold. Not enough levels (4). Growth and Population. Alignments of magic. The structures and the new buildings which hold new functions like the Prison and many other buildings which are still unknown.

Creatures:
The biggest point: No upgrades, and therefore not enough creatures to control and use. Bad drwaings and pictures according to some people ( Not me ) individuality, High HP compared to the units in Heroes3, Heroes2, and Heroes 1.

Heroes:
Too many to choose from. Heroes actually taking part in battles instead of watching and cheering on the sideline. Changing hero pictures and uploading them onto the game for your pleasure. Riding creatures instead of the original horses.

Resources:
We now have to build mines on top of the free resource before it actually starts producing anything, instead of just picking it up and putting it to good use. Different types ( I think) The looks of them.

The Land/Landscape:
More lifesize and real, in terms of the size between the hero and the different-looking castle on the scre ... post shortened to 2000 characters.
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