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Heroes Community > Library of Enlightenment > Thread: My First Post - Burning Questions and Newbie Impressions
Thread: My First Post - Burning Questions and Newbie Impressions
onomastikon
onomastikon


Hired Hero
posted November 20, 2005 04:11 PM

My First Post - Burning Questions and Newbie Impressions

Hello, this is my first post here (except for my "introduction" on the "welcome" section), and I am new both to the community here and to HOMM III, believe it or not. I hope it is okay for me as a newbie to pester you with these questions and comments?

I just discovered HOMMIII while I was sorting through my stuff once I changed computers and moved to Hannover (Germany). I just tried it out, just finished the tutorial and the first scenario of the first campaign (Homecoming) -- love it.

I am not so familiar with the HOMM world or format, having played more hard-corish TBS before (like Dominions II) or RTS (like Warcraft III), but I really just love the TBS and the good system of HOMMIII.

These questions are foremost on my mind, however.

1) Is there some consensus that Might is a lot better than Magic? I seem to not be understanding Magic very well, or using it wrongly. I was also slightly dissapointed to see that only 1 hero may enter combat at a time (there is no way to coordinate dual attacks, like in JaggedAlliance2 for example), so only 1 spellcaster on the entire field at a time (units dont seem to have spellcasting abilities, at least those I have seen so far), and at most 7 stacks of troops. Is Magic sometihng that takes practice?

2) There is, I think so far, only one thing which really bugs me about homm iii: that a stack of 700 units takes up just as much space on the field as a single hobgoblin. Maybe you all think I am crazy, but I wish it were otherwise, and my question is this: Can I (or someone who knows a lot about computers, I unfortunatly do not) mod the game so that the maximum number allowed in any stack is 100?
My biggest wish would be for there to be a skill (I would have called it Leadership, but that is taken, whatever) which at Basic level allows a Hero to lead stacks with more than 75 units, at Advanced with more than 150, and at Expert with up to 500. Is this possible to mod?

3) There are only 8 roaming heroes allowed on the field at any one time -- is that right? (Can they be hotkeyed, such as 1-8 or f1-f8?)

4) Where would you go if you were a newbie like me to find mods or maps or other interesting tidbits? I did find the patch, but it seemed like not a lot was changed.

5) I read in many reviews that HOMMIV is not as good as HOMMIII. Is there consensus here at this community that this is true? I do not have HOMMIV. (I see on this board that Ubisoft apparently purchased the franchise rights and is working on HOMMV -- interesting!)

Thank you very much in advance for your time and help, sorry if this is very newbish here.
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted November 20, 2005 04:52 PM
Edited By: Lord_Woock on 20 Nov 2005

1) Well, on larger maps, might heroes tend to outperform magic ones. It is unwise to completely ignore magic, however, as spells like haste, slow, blind or bless can help you minimize your losses in fights, while spells like Fly or Dimension Door can basically win you the whole game (these two are usually banned in online play).
Also, a few of the units can cast spells, like the Ogre Magi (bloodlust) or Master Genies (random beneficial spell).

2) If you want to modify the game, then head over to the Wake of Gods section. They'll help you there.

3) Yep, 8 heroes at a time, and sorry, but no hotkeying as far as I know.

4) For modding, search for the Wake of Gods expansion (requires Shadow of Death addon). For maps, check MapHaven (link on top of page).

5) There's no telling which game is actually better. Both games have their supporters, but on this forum, H3 seems to be more popular. H4 brings too many changes (some of them controversial) to be objectively compared with the previous parts.
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Yolk and God bless.
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onomastikon
onomastikon


Hired Hero
posted November 20, 2005 05:13 PM

hey, thanks for that very fast reply.

Just a brief follow-up: I dont have the expansion. I suppose I could get it, however, altohugh it might be hard here in Germany. (I read that it just brings a couple of new maps and nothing else.)
thank you.
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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted November 20, 2005 05:25 PM

hi onomastikon...

Hello and hi. I see that you are new to this community too and what's more new to Heroes of Might and Magic series (me not new to that one, although I am a n00b - no online playing experience )

I see you have posted several questions which are waiting for being answered which I think may answer.

Quote:
I am not so familiar with the HOMM world or format, having played more hard-corish TBS before (like Dominions II) or RTS (like Warcraft III), but I really just love the TBS and the good system of HOMMIII.




lol... wait till you see the fifth part (which is due to come in early Feb. )

Quote:
1) Is there some consensus that Might is a lot better than Magic? I seem to not be understanding Magic very well, or using it wrongly. I was also slightly dissapointed to see that only 1 hero may enter combat at a time (there is no way to coordinate dual attacks, like in JaggedAlliance2 for example), so only 1 spellcaster on the entire field at a time (units dont seem to have spellcasting abilities, at least those I have seen so far), and at most 7 stacks of troops. Is Magic sometihng that takes practice?


Might is not a lot better, but due to some aspects, I can tell that you are about to achieve more with more strength (might). Though, in my point of view, both of them are irreplacable. Your hero must have magic skills as well as a strong army as it is useful to cast blesses or curses or hostile mind spells. Damage spells aren't bad too, but having a set of curses cast on the enemy is much better IMO.

That was, is and will be the same in every part of Homm 3. The hero is the only one on the battlefield, apart from the enemy hero (that balances the game), 7 stacks the most (that, I think, is the main h3 aspect), none of the creatures are casters (pity, but that is to be expected as the game isn't so advanced; released in 1999)

Better ask others about that, but I am always glad if my opinion is respected and of help.

Quote:

2) There is, I think so far, only one thing which really bugs me about homm iii: that a stack of 700 units takes up just as much space on the field as a single hobgoblin. Maybe you all think I am crazy, but I wish it were otherwise, and my question is this: Can I (or someone who knows a lot about computers, I unfortunatly do not) mod the game so that the maximum number allowed in any stack is 100?
My biggest wish would be for there to be a skill (I would have called it Leadership, but that is taken, whatever) which at Basic level allows a Hero to lead stacks with more than 75 units, at Advanced with more than 150, and at Expert with up to 500. Is this possible to mod?


I think it is possible to mod, but you have to have WOG, have to have advanced skills in ERM scripting, so I suggest you not to do so, unless you have proper skills, or, at least, ask someone who is able to do so.

But I strongly advise you not to do so. It is another unique specialty of the game. It is strange, how you have for example 1000+ troglodytes in a single army, but it was always a part of the series and I am not likely to have it changed ('coz it would seem as the game would turn into a bit more RTS like). I think you don't have to spend a lot of time on this matter for a moment Concentrate on the enjoyment you get when playin' the game and don't worry about the details *grins*

Quote:

3) There are only 8 roaming heroes allowed on the field at any one time -- is that right? (Can they be hotkeyed, such as 1-8 or f1-f8?)


Certainly dunno about this. Yes, eight heroes can be owned at a time, but about the hotkeys - i am not sure. It is strange to have eight of them only tho. But... i don't think having more would be a good idea also.

Quote:

4) Where would you go if you were a newbie like me to find mods or maps or other interesting tidbits? I did find the patch, but it seemed like not a lot was changed.


Hmmm... Maphaven Guild forum "owner" created a site in which a set of maps and other utilities are stored. CelestialHeavens.com has a lot of useful things also. You can find everything there, I think. BUT... it depends on what version you have. EVERYTHING depends on that. Maps, utilities, MODS. The most populat WOG mod, for one, requires you to have Restoration of Erathia (the original one), Shadow of death (expansion) or Heroes Complete (a set of h3 versions) installed.

But if you want a cozy forum with helpful people, stay here .

Quote:

5) I read in many reviews that HOMMIV is not as good as HOMMIII. Is there consensus here at this community that this is true? I do not have HOMMIV. (I see on this board that Ubisoft apparently purchased the franchise rights and is working on HOMMV -- interesting!)


Everyone has his/her own opinion about these two games. I, personally, liked the fourth part more, (as the MOD was more of a patch than a mod, not the WOG one which adds an infinite amount of additions which are partly annoying, although you can decide whether you want them or not) but there were some terribly annoying things about it (5 creatures per town to have; choice between two of them etc.), so I wasn't so satisfied once i got it as i was when i got the third part. H3 is much more balanced, you don't have to make difficult decisions and there are way more players playing it, so a lot more help OR competitors if necessary plus it is more simple and much easier to learn.

But if you are going to buy h4, I don't know what to suggest. Some will say it is bad, some - it is awesome, some will stay in the middle. I advise you to try and compare, but that's a thing to reflect on - you may waste money on it


Anyway, that's all I am about to say for now. I am a n00b in this community also, but I certainly think that my ideas could be of help to you.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 20, 2005 05:29 PM
Edited By: angelito on 20 Nov 2005

Itīs very easy to find the expansions here in germany. I live here as well..

Hotkeys for Heroes is the key "h". If u have activated one hero, just press "h", and it will jump to the next hero...and the next (in the order they are listed on the right side in herolist with the small pics u can see. Same goes with towns and the key "t". "c" opens your spellbook.
Theoretically, you could have 72 heroes at once in your game. Donīt know if u already explored all the features, but u can "garrison" a hero in a town. Go with him/her into a town, when the town screen opens, click on the Hero pic, and then on the empty frame right above of the hero pci, then he will change "into" the town. This hero now doesnīt count to your "current hero amounts", which indeed has a maximum of 8. There could be a maximum of 64 towns on a map, where in all a hero could be garrisoned (Doesnīt make much sense, but still possible...lol)

There are some units, like mentioned, which are spellcasters, like Ogremagi (bloodlust), Mastergenie (beneficials), Faerie Dragons (damage spells), Archangels (resurrection), Pitlords (demon raising) and the 4 upgraded elementals of the Conflux town (storm, ice, energy, magma) cast "protection of...air, water, fire, earth".
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Better judged by 12 than carried by 6.

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onomastikon
onomastikon


Hired Hero
posted November 21, 2005 02:35 PM

Thanks very much for the replies.

One more question, if you will:

I notice that most starting heroes have 5 units of skills when starting (e.g. 2 power, 2 knowledge, 1 attack), but some have 6. Why is that? Aren't then the ones with 6 "objectively", quantifiably better?

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted November 21, 2005 05:15 PM
Edited By: Lord_Woock on 21 Nov 2005

Well, this may have something to do with the fact that knowledge and spell power can't go below 1, as that would make the hero unable to use magic, regardless of whether he owns a spellbook or not. You'll find that even the two artifacts that reduce these skills by 2 can never bring it to zero or lower.

EDIT: Also, there are many more factors to consider when judging which hero is better than another. What you say would only be true if all heroes had equal chances to learn all skills and didn't have unique specialties.
____________
Yolk and God bless.
---
My buddy's doing a webcomic and would certainly appreciate it if you checked it out!

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ametov
ametov


Adventuring Hero
Powerful Strategist
posted November 23, 2005 01:24 PM

firstly, i have to say that HOMM IV is in no way worse than HOMM III.
second, never underestimate magic... it has in my case decided many battles as a powerful magic hero can very easily defeat might-based heroes with the right technique... blind, implosion and teleport... also never underestimate the simpler spells like visions and town portal. with diplomacy visions is a necessity and will save you a great deal. In one map (Realm of Chaos) i used Isra, with expert diplomacy and very powerful magic. I managed to amass some 4000 skeletons and recruited 70 archdevils with diplomacy.

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted November 23, 2005 03:57 PM

Quote:
also never underestimate the simpler spells like visions and town portal
Underestimate? Don't people say town portal is overpowered?
____________
Yolk and God bless.
---
My buddy's doing a webcomic and would certainly appreciate it if you checked it out!

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted November 23, 2005 05:02 PM

Quote:
it has in my case decided many battles as a powerful magic hero can very easily defeat might-based heroes with the right technique... blind, implosion and teleport...
Well, in case you didn't know - might heroes can cast spells too! The reason might is more powerful on larger maps is because might is much more effective in fighting the map. So, might will advance much faster and can even end up having higher spellpower/knowledge than the magic hero because he can take the topes and the artifacts faster.
Quote:
with diplomacy visions is a necessity and will save you a great deal. In one map (Realm of Chaos) i used Isra, with expert diplomacy and very powerful magic. I managed to amass some 4000 skeletons and recruited 70 archdevils with diplomacy.
Why would you even need necro when you have diplomacy? It is a known fact that diplomacy is the most powerful skill in the game. Btw, even with diplo allowed a might hero lyke Ryland will usually do better than magic because he will collect creatures faster and he'll end up having higher might stats in the end, which are far more important than magic stats in diplo games.

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ametov
ametov


Adventuring Hero
Powerful Strategist
posted November 24, 2005 06:59 AM
Edited By: ametov on 24 Nov 2005

hmm i guess u got me there russ. but i find initially magic heroes are easier to use as they start with more spell points and a magic ability. And i have never heard Town Portal to be overpowered... well maybe im not payin attention but anyway.

Necro is a gr8 skill 2 hav with diplomacy because you can boost your ranks quickly... if you recruit a few hundred gremlins just put em thru the old skeleton converter

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