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Heroes Community > Tournament of Honor > Thread: Ubisoft asks our Help on H5 features.
Thread: Ubisoft asks our Help on H5 features. This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted July 16, 2004 03:51 PM

jinxer theres 5 ceatures
2 level 1
1 level 2
1 level 3
1 level 4

10 ceatures over all
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slayer
whos your daddy and what does he do?

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Angelspit
Angelspit


Famous Hero
Warrior of the Heavens
posted July 16, 2004 04:23 PM

Quote:
Does Ubisoft actually read these posts and take them seriously?

Even though we see Fabrice on a regular basis in the Heroes V forum at the Round Table, I know that he probably won't say anything else until the game's official announcement. So don't hold your breath.
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zelda200
zelda200

Tavern Dweller
posted July 16, 2004 10:57 PM

heroes

im from england
ok i have just spent an Hour  reading the treads and i have one  issue I would like to mention .
in h3 you have your town types ie;  castle /tower/ rampart ect .
the  Thing i would like to see be changed is the mage giulds.  as some towns have  mage giulds that go up to 5th lvl wheres as some like castle only go up to 4th there is also one town thats only goes up to 3rd lvl .
now if a player is playing  castle and his apponant is playing rampart then the player  playing rampart  has the advantage with spells.   I no that tower has the libeary where as it gives the  mage giuld the extra  spell  per leval but again tower goes up to 5th leval spells and again tower has the advantage . I would like to see  all town types have the  same levals of mage giulds .
One last note  is that conflex is a  town type that no one wants to play as thay seem to think it is unfare and that it is unbeatable  well ITS NOT i have beaten conflex  playing castle but for those that  wont play conflex  perhaps  you can make it so that it is  made  more acceptable  to play  zelda 200  england  uk
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fenix_27
fenix_27

Tavern Dweller
posted July 20, 2004 09:52 AM

Ok, I think that players should have an allegiance of some sort with whatever kind of hero they get at the beggining.  That means that if say they get a Death Knight, then the players kingdom is Necropolis based.  What I would like to see is town transformation.  That means that if say, I'm a necropolis playing a Castle, and I take over a Castle Town, and control it, over time, the Castle will turn into a Necropolis, based on the influence that it is now part of my kingdom.  Now the neat part, is that in between, you should be able to get in-between creatures.  So for example, if say, it took one week of full control for changes to start taking place, and then 3 weeks of full control for changes to be complete, after one week of controlling a Castle Town, instead of building Nagas, I'd be able to build undead Nagas, or something like that.  Each town had a motif, Barbaric, Discipline, Magic, Death... etc, so the creatures within the town should be subject to the ideas of a certain kingdom.  Just an idea, what do you people think?

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haile73
haile73


Promising
Famous Hero
posted July 20, 2004 12:15 PM

I think you played too much Disciples 2 =)

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fenix_27
fenix_27

Tavern Dweller
posted July 20, 2004 04:58 PM

I've never played disciples 2.....

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Immortal
Immortal


Adventuring Hero
Transylvanian Dread Knight
posted July 20, 2004 07:20 PM

Quote:
Ok, I think that players should have an allegiance of some sort with whatever kind of hero they get at the beggining.  That means that if say they get a Death Knight, then the players kingdom is Necropolis based.  What I would like to see is town transformation.  That means that if say, I'm a necropolis playing a Castle, and I take over a Castle Town, and control it, over time, the Castle will turn into a Necropolis, based on the influence that it is now part of my kingdom.  Now the neat part, is that in between, you should be able to get in-between creatures.  So for example, if say, it took one week of full control for changes to start taking place, and then 3 weeks of full control for changes to be complete, after one week of controlling a Castle Town, instead of building Nagas, I'd be able to build undead Nagas, or something like that.  Each town had a motif, Barbaric, Discipline, Magic, Death... etc, so the creatures within the town should be subject to the ideas of a certain kingdom.  Just an idea, what do you people think?

I got this idea long time ago, but it cant work....at least not for the other castles except necro....except if u like to see living walking dead or something ...

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fenix_27
fenix_27

Tavern Dweller
posted July 21, 2004 08:25 AM

well, thats the thing, I haven't really seen a Life town.  The one with the archangels (can't remember the name) is a discipline town, or so I always got the impresion, so you could, start getting more mindful undead, instead of more mindless undead.  Also, assuming that living there, necromantic practices within the town would diminish, and more living creatures would start to live in the town, so you could have a couple of changes, for example the decayed undead would have to go away, so you could get no skeletons, you'd also be able to get like priest of the dead or something like that.  You could have buffed up vamps, taking into account that they have a good feeding source nearby, but it would be balanced by fewer numbers a week, taking into account that they would be hunted down and the like.  I think the designers could do this, just mix the general idea between the towns....

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted July 21, 2004 03:45 PM

this would be to much time
would take them years to make i think
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slayer
whos your daddy and what does he do?

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Immortal
Immortal


Adventuring Hero
Transylvanian Dread Knight
posted July 21, 2004 05:17 PM

Its to complicated, and dont forget the game should be playable for people new to it, not only to veterans to HOMM series...
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You and which army?

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draco
draco


Promising
Famous Hero
posted July 21, 2004 10:15 PM

I would like to see a system with more Castles but Alinement Allies

i.e. you can have a castle lets say necro castle, its allied with the inferno castle. and with the alliance, your castle can share unit structures, like the magic system of H4.

i.e. undead can recruit Skels, imps, or pirates (or whatever the other ally is)

then not only do you have say 6 castles, but ultimately for each castle there is (at 6 levels of units) 729 (3^6) different ways to make your castle work for you.


Lets say you loved dragons, but you hated the idea of being chaos town, well now you can get dragons in the chaos town, the necro town, and the and the barbarian town.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted August 02, 2004 11:05 AM

Even tho I despise Angelspit likea stain in a white shirt, his sight does have the latest so I'll just post it hehe.http://dynamic3.gamespy.com/~homm/index.php?page=homm5/h5earlyinfo.shtml

I dont know how to make it clickable so maybe a little help if yalls have time .


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Dreaming of a Better World

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Ram
Ram

Tavern Dweller
posted August 10, 2004 10:27 PM

Quote:
Even tho I despise Angelspit likea stain in a white shirt


Makes me wonder...did he spit on you while you were only playing nice?

I from the Netherlands and I would like to see ADDICTION.
one more turn, one more turn, yes honey I'll be with you in a minute, just one more turn.
Do whatever you like as long as there is this HoMM DESIRE TO PLAY that lasts for at least a year.
And please focus on SP/AI as well as MP, very important to me and I'm sure many others.

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Draco
Draco


Promising
Famous Hero
posted August 10, 2004 10:37 PM

Quote:
Even tho I despise Angelspit likea stain in a white shirt, his sight does have the latest so I'll just post it hehe.http://dynamic3.gamespy.com/~homm/index.php?page=homm5/h5earlyinfo.shtml

I dont know how to make it clickable so maybe a little help if yalls have time .


first just put [url.]link.org[/url.] (without the .'s)

second, what part of the page are you refering to, im interested in what made you give him credit

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted August 11, 2004 01:47 AM

"Charmins Extraaa Lessons Moooore""

CHa cha cha Charmaiiiine
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Dreaming of a Better World

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Bobo6
Bobo6

Tavern Dweller
posted August 16, 2004 03:42 PM

i think that the units in heroes are kinda Flat without many options.

It will be nice if the units themselves could gain EXP from battles.
Lets say if u Buy a commander for ur stack of creatures then after each battle the stack that is under his control gain EXP and after many battles (if leader survives) they become veterans and gains a big boost for their attack and def skills.

my idea is that every Type of creature will have a Commander Creature wich can be built in the same place where u build the regular creatures but when u enter the building u have a window there that says "Leader"
or something like that
and when u enter there u have several Commanders to choose from with each one of them having a special ability for boosting the regular creatures.

example:

lets say u have 10 nagas without a leader
then these nagas are acting like all normal nagas.
but if then u decide buying them a LEADER naga and put it in the 10 naga stack then those nagas become stronger.

Each leader of course has its own special Bonus
one leader can Give the nagas Double retaliation
and if u choose another leader he gives them the ability to throw swords or something.

every creature in the game has its own leaders with their own special abilities

of course if the leader is killed then u must buy a new one and all previous bonuses dissapear.
(he is allways last in the creature stack,so when he dies that means u lost all ur Stack of creatures)

this can be very interesting because then not only the hero himself is what matters how strong ur creatures are.
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Star_Sabre
Star_Sabre

Tavern Dweller
posted April 05, 2005 03:48 PM
Edited By: Star_Sabre on 5 Apr 2005

Well, here it is my opinion...

You see, each game must have .... GAMEPLAY!
When we ahve a party and start a heroes match, we don't want to be bored!!! Well, that was what we were in HMM4!

I can identify the very basics of what i wanna see in HMM5:

1)hotseat of course, the game itself total turn-based strategy and don't you try getting away from it! =)

2)User-Friendly and good-looking interface. As the heroes progressed the number of buttions also grew in number. I think what we saw in HMM2 was the best interface ever. It was simple, and you see... it had STYLE! The best style i ever saw! HMM3 was not soo good, and 4 was totally snow.... Well, maybe that's just IMHO

3)game looking like fantasy!!!!! refer to HMM 3 and 2

3)BAttle system and creatures
-Please be back to hmm3 battlefield system! no these tiles please! i was pretty much fond of counting the range enemy can come to put my troops out of reach
-make the creatures as stylish as before... I mean, in hmm3 the vampires were truly wampires, and the death knights were looking so cool dark and so scary, with seriously looking cool-shaped swords, shining armor... that RULED! The dragons were actually a fantastic beings... and look at HMM4... suxx! DAmn it, they move like idiots, they look like idiots... only one cool creature to mention is the knight from life temple... every other... damn. BAD. make them look like really fighting creatures, not swinging axes in the air....
-the spellcasting system was looking better in HMM3. the attack type choosing may be done either by selecting one of the buttons with corresponding icons or by clicking up/down buttons. please no dropdowns!!!
-it was a good idea to make troops shield their comrades from arrows. but i think the ranged troops must still have no retaliation in combat....
-first strike system is good. let it be
-Experience for creatures! heroes must gain experience from battle overall while creatures may get it from killing their opponent creatures directly (as well as get a part of hero's battle xp) that would be great
-upgrades for creatures, some creatures upgrade more than once.
-think about how heroes should fight in battle... AND MAKE THEM MORE TOUGH!!!!! i hate then neutral ghosts or impz kill my mage on the very first strike and i have to replay it until they choose my skeletons as the target. or let heroes somehow hide behind creatures or make creatures defend each other (like knights block mages from enemy attacks
-no more creatures walking without heroes... how'd you issue order for a medusa, eh?

4)towns
-please no more these branches... let it be like original heroes concept (like you can choose gargoyle-minothaur path or griffin-hydra path but you must complete both to make it for dragons, or you can take graveyard-mausoleum path or go vamps-knights and even no need to build those ghosts to make it for bone dragons)
-maybe more difference in towns, so the gameplay for each town is slghtly more different (like in WC3 race is really serious choice)
-music and look like the 2 or 3 heroes. PLEASE!!!!

5)make the game.... faster overall! like you see it was fast enough in hmm 2 or 3 but in 4 it is too way slow!!!

well thats it for now...

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Ghasteater
Ghasteater


Known Hero
posted April 05, 2005 07:20 PM

I have some new ideas, that can stop some long tactics and hit'n'run

1) When 2 perties exchange arties creatures e.t.c. their both moves is equal to min of both. No speed ups heroes and may be less arts taken and no "chain transfer"
2) Flee changes. Need see both cases.
a)Attacker is flee
Attacker has move away on remain points. Noy any other actions is possible... May be possible returning to town
b) Defender is flee... Use full moves  No any other actions and next turn he appear without moves
3) Penalty for long battles 1 mp for 5 turndsof combat. Penalty transfer to next turn. No more than 1 turn losing.


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Blue_Camel
Blue_Camel


Famous Hero
posted April 05, 2005 09:12 PM

Quote:

3) Penalty for long battles 1 mp for 5 turndsof combat. Penalty transfer to next turn. No more than 1 turn losing.




I really like that idea.. adds another strategical element to the mix.. i.e. if you're fighting a tough stack of monsters that's several steps from gold mine and you really want to flag the gold mine THIS turn, there will be some incentive to end the battle in as few rounds as possible..  however if the foe is tough, then trying to end the battle TOO quickly could be self-destructive.. so you would have to have the right balance between the two.

anyway, back to regularly scheduled programming.. im just lurking these days

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Ghasteater
Ghasteater


Known Hero
posted April 14, 2005 01:55 AM

Ok, another stupid idea... Monsters isn't accomulate in dwelwings..When dwelwing Build you can pay . and after some time group of creatures appears in garrrison. So may be it can do leessser units is more playable....
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