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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Command Radius...
Thread: Command Radius... This thread is 2 pages long: 1 2 · «PREV
Oldtimer
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posted August 10, 2001 08:20 AM

I like the idea of a strong Stronghold but why does it need breeding pits and enhanced blacksmith etc. because without these enhancements it could not compete with the magic users so it needs this edge to be competitive.  This means it will not be overwhelming like alot of people are now thinking it is.  I think it will be fun to play because you will have to play your game different for each town type.

Speaking of different hero types(nonsequiter) will the assassin hero be able to assassinate other heroes?  If not why call him assassin instead of dread knight or another archtype?  I envision an assassin using concealment and sneeking behind enemy lines and finding vulnerable heroes and creatures and killing them.  Could this be the new hit and run controversy? ***opening a very large can of worms***
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LordPaul
LordPaul


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posted August 11, 2001 01:10 AM

The blacksmiths will now sell potions that are like one use spells.  The Stronghold will need that to compete with the magic users.  And if they need that to compete than magic will still be a force to reckon with!

I don't think the Assassin will be able to kill of other players any more than the Noble can be elected King.  Maybe by the time the Assassin has Grandmaster Stealth he could take some heroes one-on-one, but who would venture out without troops?


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Oldtimer
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posted August 11, 2001 01:47 AM

Remember the assassin also has death magic.  You might not need to take troops with you if you can summon a few demons with your demonology skill(part of death magic).
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Djive
Djive


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Zapper of Toads
posted December 06, 2001 11:26 PM

Looks like an interesting discussion here...

So I think I'll revive this topic from page 21.

Perhaps I should begin with mentioning a few things which has come up since.

* Direct damage spell will deal damage according to hero level (which replaces spellpower). This gives high level mages an edge over new recruits. If a creature cast a spell then damage is fixed (doesn't vary with # of creatures).

* Multiple heroes... The amount of heroes you can recruit will be limited. So hiring a lot of heroes may not be a viable tactics.

* Experience will be shared so high level heroes get more and low level heroes get less experience. (We still don't know if the experience is shared or if you get more experience to share between the heroes.)

* Command radius affects only the Tactics secondary skills (Offence, Defence, and Leadership). So it doesn't affect Resistance or Archery which are mentioned in the text. These two skills apply only to the Hero who has them.

The three Tactics secondary skills will probably give bonuses as follows. It's still unknown whether the bonuses will be cumulative if you have more than 1 hero in range, and if they will affect other heroes.

Offence: Increases damage dealt by creatures/heroes within command radius. Grand master: 100% increase.

Defence: Reduces damage received by creatures/heroes in combat within the command radius. Grand master: 50% reduction

Leadership: Increases the Morale and/or Movement of units within the command-radius. Grand master: Movement +6 (assuming it also gives Morale +6)

One unknow thing about the command radius... When will it apply. Does the creature need to be within the command-radius when it starts to move, or where it ends its move or either. Or may this be differently affected depending on the secondary skills. For instance Leadership will likely apply when creature starts to move (because it increases movement), but Offence and Defence may actually apply at the place where the combat actually occurs. There's also other options here. Overall I believe players will want to keep troops together.

One type of creature which will be much more important when you deploy it is "no retaliation" creatures and shooters, and this is because of the simultaneous retaliation rule. Basically, you always want to attack first with these so the other troops makes their attacks against reduced troop numbers. (Devils, Hydra and Vampires will likely be very strong units.)

As for Learning Stones... It will apply to all heroes. The same with Schools of War and so. There was a screenshot in the russian interview showing that you get to choose which hero will learn skills in universities. It will likely work the same for other similar structures.

Another thing which will change tactics on the combat field is that shooters can now do as little as 1/8 of their normal damage, so you don't really want to fire at very big distances.

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Oldtimer
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posted December 07, 2001 01:31 AM

I was wondering if the amount of heroes you can buy is fixed, or is it just the amount of armed groups.  For example the rules say you can only have 8 groups but does that necessarily mean you are limited in the amount of heroes you buy?  If you have two heroes in each group plus 1 defending each town, if you had 4 towns that would mean 20 active heroes on the roster.

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Djive
Djive


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Supreme Hero
Zapper of Toads
posted December 07, 2001 01:52 AM
Edited by alcibiades at 20:53, 27 Nov 2008.

Quote:
I was wondering if the amount of heroes you can buy is fixed, or is it just the amount of armed groups.


Both I believe. The russian interview (with the 21 screenshots) said that the heroes you could buy per week is limited. The interview wasn't specific if the limit was per player or per town so it could be either.

And then you also have the 8 armies x 7 stacks limit for your moving armies on the adventure map


Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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