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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What is the most dissapointing feature of Heroes V?
Thread: What is the most dissapointing feature of Heroes V? This thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV / NEXT»
SuperDave9x19
SuperDave9x19


Adventuring Hero
posted June 29, 2006 01:38 PM
Edited by SuperDave9x19 at 20:17, 30 Jun 2006.

YES.

Now I can multiwindow it assuming it doesn't get freaky in a window.

and those PDF manuals are a big help.

Thanx you much.
____________
I am Dave.
Dave I am.

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ZeroXcuses
ZeroXcuses


Known Hero
posted June 29, 2006 07:54 PM

Quote:


5. AI on adventure map. I can take a single hero with single monster on a tour thru hostile lands and flag Multi resources. When I am finally forced to flee or am actually killed, the resources stay mine for a long time. Resource grabs are critical but AI doesn't know that. They walk right past stuff that would take minimal move points to take at no cost.

quote]

Well, if the campaign games are the same as the single maps, then the AI does not need those mines because they have unlimited resources in the first place. Just check out your console. It will show you how much the AI has. On some maps, AI mines are pre-flagged.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 29, 2006 09:35 PM

...which needs to be fixed, AI is meant to re-assamble human player in all terms.. I don't like playing vs cpu that "cheats" <_< that's why I focus on multiplayer.. hoping they will fix it someday

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ZeroXcuses
ZeroXcuses


Known Hero
posted June 30, 2006 02:14 AM

I just started a multiplayer map today (vs the AI) and it is given something like 200 of every resource and 200,000 gold to begin. This is on Heroic skill level, btw.


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juventas
juventas


Adventuring Hero
posted June 30, 2006 03:09 AM

Quote:
Well, if the campaign games are the same as the single maps, then the AI does not need those mines because they have unlimited resources in the first place. Just check out your console. It will show you how much the AI has. On some maps, AI mines are pre-flagged.


Even if the computer gets 1 million of every resource, it should still steal mines more than it does.  Cutting resources is an important strategy, especially since the opponent (you) doesn't have unlimited resources.
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arkm1
arkm1


Adventuring Hero
Cube Monkey
posted June 30, 2006 06:29 PM

Quote:
If you can't get a better outcome by fighting your own "big" combats than what Quick Combat gives, then YOU are the one who needs to learn about strategy


You're absolutely right.  IMO quick battle is really only useful for pointless battles.  Most battles are better off fought by hand.  If you're good at combat, you can try to beat the campaigns in different ways, though some of them sometimes causes errors because the developers never expected you to win a battle.  I've fought plenty of battles where quick battle says I should lose, and I end up winning with minimal casualties.

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SuperDave9x19
SuperDave9x19


Adventuring Hero
posted June 30, 2006 06:38 PM

another dumb thing (that saved my ass) is that when a hero is killed (forced to flee) and they return to the Tavern, the price for a hi level hero is ridiculously low.

But it's a whole new game now that I was directed to those .PDF manuals.

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Wyz_sub10
Wyz_sub10

Tavern Dweller
posted June 30, 2006 06:55 PM

Quote:
another dumb thing (that saved my ass) is that when a hero is killed (forced to flee) and they return to the Tavern, the price for a hi level hero is ridiculously low.

But it's a whole new game now that I was directed to those .PDF manuals.


I used that "feature" in the 2nd Dungeon campaign to build an army of 5 or 6 level 15+ heroes.

Two more gipes...

1 - Luck

In older versions, luck seemed to kick fairly infrequently. Now, (for me and against me) luck seems to come into play several times per battle

2 - Raise Dead

Everyone seems to have Raise Dead now, making battles more of a marathon (but not necessarily in a good way)

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SuperDave9x19
SuperDave9x19


Adventuring Hero
posted June 30, 2006 08:15 PM

One thing about raise dead...

When i use it too much it means I am not effectively using other spells to weaken, curse, etc.

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dfortae
dfortae


Known Hero
posted June 30, 2006 08:40 PM

On of THE worst things I've found is in regards to duel mode.

The fact that someone can spam raise dead (on a stack of 10 titans, you know which hero this is...) over and over and the stack will never be "destroyed" permanently.  Even if you kill more total units than existed ORIGINALLY, you still haven't won.  After the battle, it shows them collapse, but you STILL loose even if the other player didn't have anything left.

You should not be able to raise dead for the total amount greater than the original stack.  In other words, if there are 10 titans, you should NOT be able to raise a TOTAL of more than 10 over time.  After you reach the 10 limit, it should QUIT WORKING on THAT stack.

It's just so cheap and cheesy.  I still can beat those that choose to do it, but it's just annoying and ridiculous in my opinion.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 30, 2006 11:32 PM

How many sp you need to ressurect 10 titans? ;x Let me guess: a lot. Not mentioning expert light magic and lvl5 mage guild required.. another strict endgame thingy.
Raise dead, on the other hand, could be lvl 3 at least But still you need a lot of spell power.

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rpgguy
rpgguy


Adventuring Hero
Scholar
posted July 01, 2006 01:24 AM

he is talking about duels and you are talking about maps...
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Week Of The Rabbit
Triple Growth For All Creatures

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juventas
juventas


Adventuring Hero
posted July 01, 2006 01:41 AM

I'm pretty sure Raise Dead is bugged.  If not, I think we need to have a talk with Nival.
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Fuzzier
Fuzzier


Adventuring Hero
posted July 01, 2006 05:27 AM

Raise Dead should be reconsidered for balance, it's only a level 2 spell, but it deserves a high level.
Phantom Force should be nerfed, so clones can only do physical damage, they must NOT have special creature abilities such as Resurrection, and cloned ones should not act too soon (clone Emerald Dragons to see how fast they act --- almost immediately!), and no clone from clone, otherwise it's overpowered.
Add more spells, such as Cure, Morale, Fortune.
Puppet Master should be HP based, no hero is able to control a enemy legion with only a few SP, otherwise it's too cheap.
Titan should be TRUELY immune to mind-control spells --- NO Blind should work on them!

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 01, 2006 09:38 AM

ah.. duels.. sry  : /

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shassz
shassz


Adventuring Hero
posted July 03, 2006 06:46 PM

Quote:
How many sp you need to ressurect 10 titans? ;x Let me guess: a lot. Not mentioning expert light magic and lvl5 mage guild required.. another strict endgame thingy.
Raise dead, on the other hand, could be lvl 3 at least But still you need a lot of spell power.


with exp summon magic with master of life you can raise em back with raise dead at once with an sp of 52 or higher Counted like:

round((1900 (10 titans) - 240(base raise dead bonus on master level)) / 30(this is the per level bonus on master level) - 4(master of life bonus)) = 52 So with a relatively high level its not hard to raise back 10 titans in 2 turns. Resurrect works the same way though you need more manna to cast it and there is no master of life bonus only twilight which is only 3 instead of 4.

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dfortae
dfortae


Known Hero
posted July 03, 2006 08:33 PM

Yeah, good supporting points about the raise dead.  Thanks guys.

I think duel mode in general needs some pretty big adjustments.  There are too strong imbalances right now.  I always see people picking from the same handful of heroes...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 03, 2006 10:24 PM

Quote:
P.S. My fav. part of h5 is that each faction has a competely unique combat style. no more wait, they move, you shoot, you rush, strategy for every faction.


yeees! fully agree with this one! that's one great feature ;]

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NuWorld
NuWorld


Hired Hero
posted July 04, 2006 09:56 AM

Sry, didn't read the whole thread yet but does anyone else has a problem targeting units behind large creatures? On battlefield, if some unit is positioned behind some dragon or such, there is no way I can target that unit, arrow/sword cursor always points to dragon, pretty annoying stuff.
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Fuzzier
Fuzzier


Adventuring Hero
posted July 05, 2006 05:45 AM

Quote:
On battlefield, if some unit is positioned behind some dragon or such, there is no way I can target that unit, arrow/sword cursor always points to dragon, pretty annoying stuff.

Use left and right arrow keys to rotate the camera, then you can aim your arrow.
But if the unit is compeleted blocked, then you cannot aim your sword until you destroy the blocker.

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