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Heroes 7+ Altar of Wishes: A new method for heroes to die in battle ( Pages: 1 2 )
Thread with 7597 views started by Darkavatar on 28 May 2008, last reply 05:45, 07 Aug 2018.
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posted by ThE_HyDrA (Admirable Famous Hero) at 11:55, 31 May 2008

This quandry has existed since heroes were put onto the battlefield in Heroes IV, and it doesn't seem like it'll resolve itself anytime soon. Fabrice purported before H5 was released that they had reached a compromise between H4 and the previous games in the series. I don't think adding a physical hero attack is enough to warrant a hero being actively involved in the battle. It is merely a physical analog for spells, where the power is dependent on hero level compared with SpellPower.

I agree with Alci in the sense that I would like to see Heroes on the battlefield for a sense of realism. The game portrays them as almost omnipotent deities sitting on their throne, untouchable, at the side of the battlefield. The main point we're forgetting about H4 is that potions were a large part of the game, especially potions such as that of immortality, which would enable a spellcasting hero to survive long enough to cast debilitating spells such as plague that would endure a great portion of the combat. The siege system in H4 also served to increase the potency of magic heroes. It certainly wasn't that might heroes with combat were clearly the stronger of the two. It just requires more resourcefulness to use the magic heroes to the same effect.

I would like to see a true hybrid of the hero's scope in battle. H5 did not provide enough diversity in this regard. A system whereby the player must choose between two effects may serve as appropriate compromise (at least at face value, the idea is merely speculative):
- All armies must still have a hero (unlike H4)
- The hero starts the combat on the sidelines.
- when on the sidelines, the army is influenced by his/her primary statistics (or a synonymous H6 iteration of them) and may cast spells.
- when in battle, the hero may attack physically or with spells, but his/her primary statistics do not influence the army. There must also be another certain bonus to influence magic heroes to move onto the battlefield, such a ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: New unit feature: Range of attack ( Pages: 1 2 )
Thread with 6954 views started by alcibiades on 21 Jul 2007, last reply 06:00, 28 Jul 2007.
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posted by ThE_HyDrA (Admirable Famous Hero) at 14:41, 22 Jul 2007

This is a great idea. It was always under our noses, it was such a simple and logical step to take yet no-one up until now had considered it. As was said, we now have Initiative and Speed (Movement), which obviously is in the same vein as this proposed change - to differentiate between how far a unit can move and how often it does so.

My view of how it would be implemented would be that the damage descreases in a progressive fashion. For example, a unit had a range of 5. '5' could equate to 5 hexes or grid squares. If the unit is closer than or on the 5th sqaure, the unit does 100% via its ranged attack. Every additional square it is further away, it would deal progressively less - 1/2, then 1/4, then 1/8, and finally 1/16th, at which point the range penalty would be capped to this limit. Of course, depending on the size of the battlefield, the range 'value' would have to be modified so that it is reasonable. I.e., no range values of 3 when a standard battefield is 10x10.

The idea of the ranged creature not being able to execute its ranged attack is a tough penalty, especially as many of its targets are presumably on the opposite side of the battefield (as ranged units are usually protected and placed near the rear of the army), so it would make them very ineffective. A capped penalty of 1/16th damage would be sufficient, not only so it is able to deal damage, but as was already discussed, certain 'imbued' effects can also affect the target.

The idea of a unit having a critical hit if the opposing unit is within range is a little over board. It goes without saying that, even for creatures with small ranges, enemy units (especially flyers) will be on your side of the battlefield at some stage in the game. This sort of characteristic will deter attacking melee mentalities, and would drastically change the game dynamics - it would be profitable to only have protected shooters, as melee attacks deep into enemy territory would result in a swift death due ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: THE PERFECT BALANCE. ( Pages: 1 2 3 4 5 )
Thread with 20529 views started by Doomforge on 11 Apr 2007, rated intriguing, last reply 19:33, 29 Sep 2007.
Go To Post: Heroes 5 Game (Im)balance
posted by ThE_HyDrA (Admirable Famous Hero) at 04:30, 13 Apr 2007

Melee Dungeon Problem

Dungeon has always been magic aligned, and considering the distribution of the Warlock’s primary stats, favoured magic alignments and abilities + heroes such as Sinitar, it is obvious that Destructive Magic was made for them.

It’s also obvious that Dark and Light Magic cancel each other out, and when a faction such as the Dungeon, which does not focus on Light magic, comes up against a Dark-based faction (or does not have effective Dark Magic itself), the creature battle becomes one-sided. As has been previously stated, Dark Magic is either too overpowered (no Light Magic/Cleansing/Boost counter) or next to useless against someone with these Light Magic Capabilities.

Alcibiades makes a fair point in saying the problem lies within the fact that the spell affects the stack regardless of number. However, stacks have always been a part of this series, and any spells and spell effects have to take into consideration this fact when balancing. We can’t have spells affecting 55% of the stack because it somewhat defeats the purpose of having these stacks in the way they’re represented now, and also bypasses the splitting of stacks. While spells such as Puppet Master can be toned down (e.g. maybe removing the initiative bonus), the problem lies within the fact that the only counters to Dark Magic can be accessed by specific factions only. Aside from magic resistance, another ability offered could be something along the lines of “Defense - Strength in Numbers”, where the larger the stack is, the greater the chance of it resisting an enemy spell. This would certainly reduce the effectiveness of Dark Magic spells where they are most potent – the end game, and provide an available option for all towns. Additionally, it would favour the might-based towns, which increases the importance of Might in the game overall, and offers an alternative to always looking to a form of Magic counter. This is just one possibility, but I think exploring ways of add ... post shortened to 2000 characters.
Heroes 5 - Temple of Ashan: Renegades Review+Tactics ( Pages: 1 2 )
Thread with 14175 views started by GenieLord on 06 Apr 2007, rated informative, last reply 10:39, 11 Apr 2007.
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posted by ThE_HyDrA (Admirable Famous Hero) at 04:37, 11 Apr 2007

Thanks guys.

"However, they are very similar to those I wrote."

They are bound to be similar as we are speaking about the same creatures. Either way, you had some good points but also some that were apparent and general and needed to be included.

Yes, these are the comments that go on the AoH pages.

"Afaik splitting the stack also reduces the chance of Bash to trigger... "

I had done some testing on that matter previously, and I found (not conclusively mind you) that there were more chances of Bash occurring per battle with split stacks simply due to their number. However, I consulted the manual after I saw your comment, and it so happens that the formula:

"If TotalHP > TotalTargetHP, then
Chance = 25% + 3% * (TotalHP / TotalTargetHP)

» If TotalHP ≤ TotalTargetHP, then
Chance = 25% - 3% * (TotalTargetHP / TotalHP)
where:
» TotalHP is the total Hit Points amount of the stack with the ability.
» TotalTargetHP is the total Hit Points amount of the target stack.
» The chance is clipped in the [5%;75%] interval."

Does indeed favour the units being kept together in the same stack, but it really ultimately depends on if the split stacks have more HP than their targets, and if the chance of Bash occurring is greater whether you maximise the chance for 1 unit, or have a decent chance for 3 units, for example. This is difficult to calculate, and really depends on the specific situation that you would have to weigh up prior to the battle. Seeing as the benefit is not always discernible either way, I'll take that comment out of the description.

Concerning other comments:

Elvin:
"As for tactics it's pretty much an all-out assault. Nothing keeps the vindicators back now that they can take part in the battle and the griffins are forced to go melee as well. The champions will try to score a double hit and the angels will attack as well leaving the crossbowmen for ranged and the zealots for blinding. That's an awesome combo w ... post shortened to 2000 characters.
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posted by ThE_HyDrA (Admirable Famous Hero) at 14:04, 09 Apr 2007

Good work here guys! Pretty comprehensive reviews. Seeing as AoH is lacking the comments of the other towns (Fortress will be coming, too), I'd like to post my comments here, so that you can critique them before they go up on the site. If I've missed something glaringly obvious, or perhaps you'd like to add in your own point, now is your chance.

A group of rebels that have managed to distance themselves from the mainstream Haven aligment, known as the Renegades, have  managed to hone their attacking capabilities while compromising their defensive ones. The formation of the Renegades sees a  few common names return from previous series, such as Crossbowman and Zealot, and also the birth of a Life-Draining level 7  creature.

Enforcer
The Enforcer combines the strengths of both its contemporaries (the Peasant - Taxpayer, and the Conscript - Bash), along with  the Conscript's stats +1 attack. They're mainly defensive units due to their low Initiative and Speed, but try to maximise  their Bash ability by either Soldier's Luck or splitting the stacks up.

Crossbowman
The 2-8 damage range of the Crossbowman makes it a prime candidate for the use of Divine Strength. Considering the no-range  penalty, the Crossbowman will always be able to deal maximum damage. However, Precise Shot is lost, and therefore it's not as  effective as the Marksman at targeting enemies closer than 3 tiles away.

Vindicator
Despite the Vindicator's lower defense skill (8 vs 9), it is more effective in offensively-minded tactics via its extra 3  attack. This is consolidated by the Cleave ability, encouraging attacks on stacks in which it has a chance of killing at  least 1 creature. Unfortunately its Speed and Initiative are well below par, therefore needing at least the Haste spell to  unleash its power swiftly.

Battle Griffin
The most notable loss here is that of 'Battle Dive', instantly making the Battle Griffin a defensive creature, along with its  loss of 3 attack ... post shortened to 2000 characters.
Heroes 7+ Altar of Wishes: Advanced Classes - A specific suggestion for modification of Class System. ( Pages: 1 2 3 4 5 6 7 )
Thread with 32662 views started by alcibiades on 28 Oct 2006, rated inspiring, last reply 21:14, 16 Oct 2007.
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posted by ThE_HyDrA (Admirable Famous Hero) at 12:37, 11 Jan 2007

“I'm not entirely sure I understand you're problem in this part - or, I think I do, but as you say yourself, lower experience requirements for levels past level 12 will make it easier to do this branching out.”

What I am getting at here is that once the might class has been chosen (with or without the player’s intention), seeing as it is not overly difficult to achieve a specific might subclass for a might-oriented base hero, it would be difficult to invest in some non-might skills. Let’s take a case-in-point. For example, a Knight takes Attack, Defense, and Leadership skills not because they lead to the might (Lord) class, but that they suit the hero and circumstances. Then, if the hero has the intention of studying enlightenment, it would become very difficult due to the 2% for a Lord, (even though Enlightenment isn’t really a “magic” skill of sorts). However, you can choose to reject the class, but then the fruits of the subclass skill will remain unreaped.

I would go a step further and say that Enlightenment and maybe Luck could constitute no class (as there isn’t really a tendency towards might or magic for either). It seems they have been arbitrarily chosen to fit the structure.

“Of course, whether you're interested in this depends on your gaming style - I always favored the extremely long-winded games on as large maps as possible, and that's obviously what's reflected in my wishes for the game.”

Yep, that was the first thing I noticed when reading the proposals.

“thus, NOT aiming for it will not give you a particular disadvantage.”

Yes, not AIMING for it may not give you a particular disadvantage, but choosing to refuse the specific class skill would. I think the magic of Heroes is that there is no real ‘correct’ decision everytime, and that many options are viable ones in the course of the game. However, with this added skill, it would be quite absurd to reject the class subskill in its current form (as you will be missing out on an ... post shortened to 2000 characters.
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