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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes V Overview
Thread: Heroes V Overview This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
holycat
holycat

Tavern Dweller
posted March 19, 2005 09:09 PM

Very cool info I'm worried about 3D. Even if it's done right i'm not sure it will feel like HOMM anymore. But everything is better than Heroes 4. It was just a plain awful game and a disgrace to the serie. At least I have hope once again for HOMM.

I'm also worried about that:

"Market we're aiming at : that's the good question  We want to improve the game a lot and appeal to much more people. Sounds like a common marketing tradeline doesnt it ? But we also want to appeal to the fans, otherwise I wouldnt be here."

I hope the cartoony style and 3D are the only consequences of this. I hope HOMM is not turning into a RTS.

I'm glad to see some questions addressed like the most important: balance and lag in multiplayer games.

But I'm surprised to see no question about A.I.!

The horrible A.I. killed the one player experience in Heroes 4.
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amnesiac21076
amnesiac21076

Tavern Dweller
posted March 21, 2005 02:07 PM

About the AI in homm4 i also think it's pretty bad, but I still play (almost dayly) some maps i've extracted over the net, where the computer bonuses may become important and it's difficult to win, even annoying on certain maps(while playing on champion, of course). I really want 2 see hommv a.s.a.p, it's been long enough for them to develop a fairly good game, and maybe later with some patches it would become acceptable.
And i WILL boycot every game from EA, because of their hegemonistic policy"if you can't better them, buy them kind of crap.
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powerlich22
powerlich22

Tavern Dweller
Upbringer of the Power Lich.
posted April 03, 2005 10:03 PM

My only hope is that they can pull it off with a new dev team; Etherlords (the last game by the development team currently working on heroes V) did not score so well.
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted April 11, 2005 09:16 PM
Edited By: Asmodean on 12 Apr 2005

Heroes 5 will have at least 130 creatures!!

In the latest interview with Fabrice here he out and out states that between creatures, upgrades and add-ons, HOMM 5 will have at least 130 creatures.

Let's see: 130 divided by 6 alignments = around 20 creatures. Lets even say 20 or so are neutral to any alignment, that still leaves about 16 critters per town.

If each gets an upgrade then that's 8 creatures and potentially 8 creature levels or any combo between 4 and 8.

Good news I say, and a big improvement on HOMM IV

In other news
Originally posted by MuadDib_FC in the official HOMMV forum:
Hi people

I need to adress a point where I havent been clear. I compared to H3's number of creatures, including upgrades and addons, and that meant also H5's number of creatures - including upgrades and addons too.

That means a few things : no we wont top 130 only in the main game, but we wont be far from H3's base. Yes we are planning an addon

There you have it folks, it seems the HOMM tradition of expansions will also be carried on.  
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devil1979
devil1979


Hired Hero
posted April 12, 2005 02:57 PM

the good the bad the ugly

although we got to admit we all cant have everything wha we would like for our own desires for a game think about it this way (sorry if im not as technical about it as most of you)

heroes 1 great foundation for a good game evryone liked it and thus heroes 2 was formed or should i say expanded and graphics got slightly better and more creatures introduced and a good choice of many towns.....dan dida nah.... heroes 3 and then armageddons blade which completely pissed on heroes 4 by a long shot for a number of reasons.  evryone had stacks of fun with the numerous campaigns and then the armageddons blade campaign.. problem we got now is gelu and kilgor were killed off 2 potentially great heroes and heroes 4 rarely saw or touched the usual heroes we had beofre the campaign i enjoyed the most on heores4 was gavin magnus the immortal ruler eventually getting waht was coming to them and using a solmyr the evr famous genie to being not only a tough enemy a brave freind but a love for the woman hero i forgot her name (sorry)

with out straying id like to see the heroes 3 concepts all return but with some of the heroes 4 modifications such as ....

1. hero involved in battle i thought it was fantastic.
2. hero abilities such as 5 levels up to grandmaster    
  that was awesome
3. caravanning creatures would be a good feature, why
  not when u cant build certain generators in your town
  and despite morale failure other generators from
  other towns so that would be a logical bonus (i
  think so anyway)


those 2 would be exceptional in heroes 5

the alliance thing is a good idea so i reckon more involvement in the hero would benefit the game

draft pics ive seen seem good though the footmans boots look like boots my nan would wear on a cold day and to be frank a tough bastard wearing furry wellies would make me cry laughing.  like the faerie dragon in armageddons blade looked likke it had makeup on.
luckily heroes 4 made it better.

urm dont know what the stroy line will be this time though many of the stories in heroes 4 had a love theme
example

1. gavin magnus saga and his love struck genie
2. necromancers love for his defiled master who was
  corrupted by his dark lord
3. pirate campaign
4. and the elf whos love was stricken away.

damn man make it a bit more intense just not all focussed on love tales.

well thiers my opinion what you guys think about it


with regards

your uncle dev!!!
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Bonesaw
Bonesaw


Hired Hero
posted May 04, 2005 09:02 PM

Quote:
I'm worried about 3D. Even if it's done right i'm not sure it will feel like HOMM anymore.


I am as well.

One thing that was a major advantage to Heroes 3 was that it had a boardgame feel to it which worked hand-in-hand with "stacked" creatures on a hexed battle screen.

With the screens that I've seen and the creatures as large as they are, it just doesn't seem to fit with "stacks." It also doesn't look like there is going to be enough room on the battle screen for more than six or so creatures.

I dunno...
I dunno.
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gondar
gondar

Tavern Dweller
posted May 05, 2005 12:31 PM

It looks good out to me , Cant wait untill i can test a demo of the game and see some cool effects.


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DonGio
DonGio


Promising
Famous Hero
of Clear Water Mountain Clan
posted May 23, 2005 03:48 PM

hi there, Hydra.

Great job, just a quick note:

I really think (and hope) that the hero we saw won't be in the game. Axel? What are the other heroes gonna be called? Fred, Ben and Howie?
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morgan_le_fey
morgan_le_fey


Famous Hero
posted June 04, 2005 01:27 AM

Hi folks:
Le Fey here.

I was just wondering when the new codes would be available for Homm5. Trainers like th View hero program helped so many great TOH chanpions in the past. I was just wondering if the programmers are working on those too and when theyll be available.

Morgan le fey
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted June 08, 2005 07:06 PM

Ok, I have to agree that 3D graphics looks nicer in Heroes than I expected.

I haven't seen too much of the game (are there any registration-free download sites for the movies ??), but one thing already bugs me.

The (presumably) angel. It's awful. Especially the thing it's carrying. No, I wouldn't call that a sword. I prefer H4 angel any day.

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DonGio
DonGio


Promising
Famous Hero
of Clear Water Mountain Clan
posted June 09, 2005 04:49 PM

Or even better, the renaissance-ish HOMMIII angel.
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted June 11, 2005 03:36 PM

Quote:
Heroes 5 will have at least 130 creatures!!
s.

In other news
Originally posted by MuadDib_FC in the official HOMMV forum:
Hi people
and addons, and that meant also H5's number of creatures - including upgrades and addons too.


There you have it folks, it seems the HOMM tradition of expansions will also be carried on.  


1. Divide 130 by 2, or even more in case of some upgrades, and you end up with nothing special. I fail to see how giving a swordsmen +1 attack +1 defense makes it a separate creature.

2. As far as I remember, Homm tradition of expansions meant that they added very little to gameplay. 2-3 monsters and few more artifacts.
What is much worse, however, is that expansions tend to be uncompatible with each other, and they split multiplayer community.
In games other than Homm, many unofficial mods have much much more.

3. Homm tradition is to be terribly non-modable. I guess that's because it would show - by contrast - how uncreative homm expansions tend to be.

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted June 17, 2005 11:06 AM

heroes 3 has about 97 critters if you count the upgrades and the neutral critters, so 130 ain't that much at all.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 25, 2005 09:07 PM

All about Heroes V:

http://home.houston.rr.com/thepliskepages/heroes5.htm
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b0rsuk
b0rsuk


Promising
Famous Hero
DooM prophet
posted July 03, 2005 10:32 PM
Edited By: b0rsuk on 3 Jul 2005

What I see so far I don't like. You can notice that I changed my avatar description accordingly.

Overland graphics turned out nicer than I expected, while battle graphics - worse than I expected.
--------------
From info available as of 3.VI.2005, and my own speculations, I predict:

Heroes5 is going to be dumbed down (gameplay aspect), simplified version of Heroes3 with shiny graphics. Gameplay looks stale. I've learned to avoid games described as "easier to access" or "faster to play" than their prequels. I predict that Heroes5 will be nothing special, just an average game, and sales will be lukewarm. Moreover, I predict that it'll be last chapter of the serries. I also predict that maps will be significantly smaller than in previous homms.
That was said by hardcore gamer and longtime fan of homm serries (since homm1), who is also, accidentaly, a badger.

Of course, I wouldn't mind Heroes5 being a great game, but I think it's unlikely. I'm getting ready to go to greener pastures - like Dominions3 or Master of Magic 2 (on hold at the moment). Many people said that innovation in games is domain of small developers, because big fishes don't like risks.  All that remains for me is indy games and - making a game myself...

Some people already proved indie/free games can be vtop quality. See Legends, Nexuiz, Wolfenstein:Enemy Territory, DROD etc for reference.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 12, 2005 10:21 PM bonus applied.

» 12.07.2005
New Official Heroes of Might & Magic V FAQ

-----------------------------------------------------------

This FAQ is intended to clarify current information on Heroes of Might & Magic V. It is targeted primarily to fans, who raised a number of questions regarding the current development status, and was designed with the help of community leaders.

There hasn’t been a lot of information revealed so far about the game since it was announced, will there be more information soon?
Since the game was announced in March, we’ve been working very hard on developing the game, trying out new ideas and testing features. Because it’s still so early, we want to make sure that we communicate confirmed game information and features. We are bringing many great improvements to the game, and our priority is to make the right decisions and implement them, so we want to make sure we don’t talk about features that might never make their way to the final product.

Which towns are in the game?
There are six towns in the game, two of which were revealed at E3: humans and demons. Other towns will be revealed later. What you can expect in the remaining four towns is a completely new one and a bit of shake-up.

What will happen with the old Might & Magic world?
We decided to create a completely new world, so we know and can control all aspects about it. This is really a huge investment, and, I think, a testimony of Ubisoft’s involvement in the license. There are quite a few people here dedicated to the crafting and rebirth of the Might and Magic world.

The main reason for creating a new world is to avoid any mistakes or inconsistencies with previous titles: there wasn’t a complete bible for the old Might and Magic universe and because we were missing information, we would have run the risk of making critical errors in recreating the old universe.

The other reason is that we wanted to create a deep and dense world, in which we would be able to ensure better continuity—starting with Heroes of Might & Magic V - and decide what goes on in the world or in the scenario.

Why are you simplifying the game?
Though we’ve never said that we were simplifying the game, I’ve read this in some forums. I understand that fans have concerns about Heroes gameplay that they have enjoyed in the past. The truth is that the game is not being simplified compared to previous versions. The fact is that we’re making a game that is easier to access, and faster to play.

We’re working on a tutorial to help new players get up to speed (precisely because this game has a great deal of depth), along with a detailed world and intricate storyline.

It also means working on the game ergonomics and making multiplayer faster to play. Not seeing some interface or lengthy text doesn’t mean the inner structure was simplified, just that it will be easier to navigate in the game.

Is this game just Heroes 3 in 3D?
No, this is Heroes of Might and Magic V in 3D?. Now, this is a tough question. The fan community is clearly divided between Heroes 3 and Heroes 4. Both games have good ideas, and neither completely takes the lead over the other.

Early in the production we discussed where we wanted to go with the gameplay. We looked at how things were handled in previous games to see if there was a way to make it more interesting and if there was room for improvement.

In many cases—like with 3D, towns, world, scenario, campaign, and others, we made huge improvements for the new game. In other cases, the debate raged for a long time before we reached a solution that was balanced and understandable. For instance, we were faced with the question of “to be or to not to be on the battlefield” for heroes, so we designed an intermediate solution where they can enter the field to do specific actions. We also added some new elements, of course. Most of them will be optional so you can play the game the way you like. Battles, for instance, can be played in turn-based or in dynamic mode. There are also many small elements in battles that will increase the tactical choices. In other areas, we stayed true to the tradition: stacks, resources, turn structure, etc…

Finally, in the great realm of multiplayer gameplay, there will be a lot of new features. There is a mode where you will be able to play, even when it’s not your turn to play! This is a revolutionary mode for turn-based games. So, all in all, I believe we are making a real step forward. ?

Why this particular graphical design?
We want to update the look of the series, while keeping the core principles of its rules. The game must be recognized as a Heroes game at first look. We wanted create a lively world with many details and for it to have a medieval flavor, with bright colors, shiny items, bold heroes, fearless units, and impressive towns. The look of the game is inspired by many modern sources, from all parts of the world. These sources have been used and adapted by artists to create a more epic version of the previous games.

Why are heroes out of the battlefield?
This is one of the most difficult decisions we had to make on the gameplay. Heroes 4 proposed a new take on heroes by including them in the battles. This created new possibilities: More than one hero could be in an army, an army could be without a hero, an army could be made of heroes without any creature.

This was a bold step that also created an imbalance: fresh heroes were poor beings to protect, while stronger ones could wipe out whole armies by themselves. Unless the growth of heroes’ power was removed, this could not be balanced. But it was a great idea, and we looked for ways to stay close to it.

Believe me, many options were considered, and we agreed that the current one fulfilled all criteria. It is a mix of both versions that can be tuned and balanced, it allows the hero to act on the battlefield, gives out new options with the hero growth and allows different actions for different factions. That solution means that heroes, although having the ability to fight on the battlefield, are mostly commanders: They need an army at all times, and an army needs a commander in the same way.

What about the retaliation system?
We went for the alternate system of battles. It offers more tactical opportunities—you have to time and plan your actions, in order to get the clear advantage of being the attacker. Plus, it is certainly easier to understand visually, with less action and info jumping at you at the same moment.

Is there no fog of war?
Of course there is one! It was removed from the E3 demo, only to allow us to show the different areas of the map.

What is this hero’s trail?
This is a new feature of the game. Each hero will leave a sort of trail behind him, enabling others to track him. This trail will be different for each race, and it will grow in size with the hero’s level. Thus you will be able to judge who has come by in an area.

What is the size of the battlefield? And how does it vary?
The default size of the battlefield is similar to previous games, in terms of the number of cells. It will switch to a smaller size, if both armies are small (with few stacks). The goal here is to play small battles faster, to speed up the game, especially the first encounters. You can, however, easily force a large battlefield, if your strategy requires it, by having more stacks. Sieges will be played on the largest version.

Is the combat completely automated?
No, it is not. This impression could be coming from the E3 demo. We removed all interface from the battle phase and all controls. This was done to get the best sequence of action, and elaborate better cameras. We didn’t want to show the control system at this stage.

Why” less of this” or “more of that”?
Heroes’ discussions are often a fight of figures. How many creatures? How many spells? “My skill system has more choices than yours,” that sort of thing. Although these elements are an important part of the game (especially when considering the number of missions or number of towns), this is not a complete picture of the gameplay. A better system, with more strategic choices, leading to more ways of playing, does not necessarily rely on more items.

So, for sure, in comparison with previous games, there are areas where Heroes of Might & Magic V will have “less than”, or “more than”. When this is the case, it was a deliberate choice to do so. This may have been done because the underlying system works well, because it will be easier to balance, or because this area of the game has a specific level of importance compared to the rest. It can also be that we want to have some room left to expand on for the future.

Will there be open beta testing?
There will be different beta tests, with a different number of seats and different objectives. There will be at least a closed one, which will include a good number of fans, and we are planning for an open one later for a larger community. More details will be announced, and the first beta test should open in late summer.

What are these “random events”? What about that dragon appearing at the end of the trailer and the E3 demo?
That was a cliffhanger?. This was done to round out the end of the sequence nicely, with some surprise. Perhaps it is also linked to the story…I’ve read wild speculations about this being a gameplay element using random appearances that could break the game flow. This is an assumption based on a rumor, of course.

What are these “year-old” screens that popped up on the net?
The game development started a long time ago, way more than one and a half years now. A few external people were allowed to have a look, and some leaked these very early screens over the Internet and broke personal and contractual trust. The important point to remember is that these elements are so old that almost all of them are outdated. The game has progressed a lot further, so these screens do not represent what the game is like today.

In conclusion, there are still many good things ahead until the game releases. We are releasing the first wallpaper which features the “Godric” artwork by Olivier Ledroit, who works with us on the artistic direction of the brand. We will be featuring an interview with Olivier soon, so stay tuned.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted July 13, 2005 05:25 PM

In any case, I hate the idea of abandoning hexes in favor of squares. But the battlefield seems so small it'll probably hardly matter (I'm talking about latest battle movie).
Squares are inferior to hexes, because distances are broken. You can go 4 squares diagonally, or 2 right 2 up, or 2 up 2 right... in all cases you use 4 movement points, BUT the straight line path isn't the shortest !

About simultaneous turns: not revolutionary at all, I know existing strategy games with this feature implemented perfectly. For example, in Dominions2. You wait only as much as (your_turn - turn_of_slowest_player)... Almost no waiting with 17 players !

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted July 29, 2005 12:30 AM
Edited By: Lord_Crusader on 29 Jul 2005

Quote:
Quote:

About simultaneous turns: not revolutionary at all, I know existing strategy games with this feature implemented perfectly. For example, in Dominions2. You wait only as much as (your_turn - turn_of_slowest_player)... Almost no waiting with 17 players !


Yeah, sim turns have been in AOW for a long time.

The first open beta is coming up soon.


When ? How do you know that?? some more information

EDIT:

He must be a good source... he is a mod in the offial heroes V forum
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soccerfeva
soccerfeva


Disgraceful
Famous Hero
banned
posted August 10, 2005 05:12 AM

oh does anybody know when H5 will come out? And I hope it will rock the world as the greatest turn based strategy game of all time. Come out! Faster! We've waited looong enuff.
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Lord_Pc
Lord_Pc


Promising
Famous Hero
Groin-Grabingly Clever
posted August 12, 2005 03:34 PM

early next year SF, i read sonewhere that it might come out around march

hope this helps
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